ENDLESS™ Legend 2 - Daarkarr0w

Hey everyone,

Today we will have with us Jeff (Slowhands for those recognizing the name), Narrative Director for the Endless Universe. He will be talking about the challenges and plans for the narration in Endless Legend 2.


​Greetings from the ink-stained cubicles where the narrative team hammers out triggers and texts, racing deadlines and fighting spellcheck (“No! It’s S-a-i-a-d-h-a!”) as unsteady towers of lore tomes threaten to fall on the keyboard and erase hours of sweaty work… At least we get croissants 🥐

As you have seen by now, the creative team on Endless Legend 2 decided to approach the storytelling and narrative structures in a very different way from past Amplitude games. The results have not been what we hoped for, and we understand that many of you in our community are not happy with the outcome. 

We have therefore been working on changes that should better match your expectations and, hopefully, make the narrative soul of the game more appealing. To make sure we get this right, however, we need to get your feedback on the new approach to help us decide what works best. 

Challenges and changes 

These are the key narrative vectors that we are changing, with an explanation of why and how we think this will improve your game experience. 

First off, we will be excluding major factions from Events that are inconsistent with their tone or their gameplay. This means things like removing Food-oriented Events for the Last Lords and friendly diplomatic Events from the Necrophage. 

Another concern that you have voiced is the length and the “clickiness” of some of the narration. We will be removing a large chunk of this by returning the Pacification Quests to a much more Endless Legend 1-style, with a narrative intro and at most 2-3 clicks to get to the Objective (including perhaps an incidental line about the minor or major faction or the game situation). The relatively lengthy intros will be reduced to something like this


In addition, further dialogue exchanges will generally be reduced to a single line

​We are also reviewing the Faction Quests to lighten the number of clicks and improve the flow and the tone, as well as working on additional 2D art for each faction. 

Our next task is to make the Victory Quest and narrative victory content more meaningful and understandable. For the moment these texts and screens are very much Early Access; the ideas are there but the details are far from being finalized. We are working to improve the clarity, flow, and impact of the endgame content and the narrative outcomes that the player can choose. The Event chain will be fleshed out, and the user interface improved to better explain and track what is happening. 

We are also reworking the Relationship Events by reducing or removing certain Event classes, improving the Lone Wolf Events, and adding some unique Events that are more appropriate for the Necrophage. 

One other final change to the text content is to edit and update Events and Quips to make sure the tone is more in line with the game style, free of modernisms and contemporary references. 

On the system side, as well as the structures and scaffolding of the above changes, we will be providing a Settings option to reduce the frequency of narrative interactions; if the player chooses to, they can minimize the narrative content to only the Faction Quest and the Victory Quest. 

 

​We will also add small 3D models to indicate Map-based Events (these are Events that are triggered by an army traversing a specific map tile—it could be related to the FIDSI, an Anomaly, a Resource, etc.). The player will have to interact with the model to launch the Event, which should make the link between the tile and the Event clearer. Currently, it is possible to open e.g. a Forest tile Event when the army that triggered it is now in the Desert. Adding a pin will also put the decision in the player’s hands as to whether they want to launch the Event or ignore it. 

Please note that this is a long list, which means it will require time and resources to address. You should start seeing these changes by the end of 2025, and we will continue to roll them out during Early Access. We hope that these revisions take into account some of the issues that you have had, and we extra-hope that the game keeps getting better for you. Feedback, as always, is welcome. 

Greetings from the narration team; Nicky_N, StoryEngine, and Slowhands 

Prison Architect - PDX Nova

Hey Wardens,

We’ve been on lockdown for a while, and we know you’ve been waiting patiently… but the K-9 unit decided it was finally time to make an appearance! 🐾

Introducing the Prison Architect Sweater, part of the Paradox Christmas Collection 2025! 🎅🧥

Whether you’re patrolling the yard or cozying up by the fire, this festive fit is the perfect way to show off your Prison Architect pride this holiday season.

🎄 Grab yours now and spread some seasonal cheer (responsibly, of course)!

👉 https://pixelmerch.co/collections/prison-architect

Humans are not that against Lizardwomen - meowmeowbeans


Greetings, Humans!
The wait is over - Part 2 is finally here! 🔥

https://store.steampowered.com/app/2642840/Humans_are_not_that_against_Lizardwomen_2/

A new threat rises on the horizon - more cunning and terrifying than ever before. Now Humans and Lizardwomen, once enemies, must unite their forces (and their bodies 😉) to decide the fate of Hyperborea together! 🐉⚔️



What awaits you:
💦 A brand-new chapter of this great saga - full of intrigue, adventure, and heat enough to melt even the ice of Atlantis.
🆕 New characters - kind, sly, and dangerously charming.
❤️ The return of beloved heroes - we know you’ve missed them.
🎙️ Voice acting in two languages - honey for the ears, music for the soul.
💎 Match-3 that delights the heart - where wit and quick hands lead to the sweetest rewards.
🔥 Hot scenes and stunning art - pure passion, fire, and madness.
🍑 Beauties for every taste - maidens, lizardwomen, she-devils, a cat girl, and other delightfully tempting creatures!






Part 1 only warmed your blood…Now it’s time for a true feast for the eyes, ears, and heart!

And that’s not all - we’ve got more good news!
💎 Our DLCs are a treat for those who want not just to play but to support the developers and peek behind the scenes. The special edition includes an artbook featuring all the characters, locations, and scenes from Part 2, plus a lore booklet revealing tales from Hyperborea. And, of course, the classic Supporter Pack with exclusive art, videos, and sketches.

You won’t believe it, but another surprise announcement is coming very soon - and there’s already a hint hidden in the game! 👀


https://store.steampowered.com/app/2642840/Humans_are_not_that_against_Lizardwomen_2/



We want to thank everyone who supported us along this journey! You’re the ones who brought Hyperborea to life - without you, this story would never have been so fiery, bright, and full of heart. We’ve worked hard to make Part 2 not just a sequel, but a real step forward - in every way ❤️

With love and a smile,
The Humans are not that against Lizardwomen team 💚

P.S. Updates and adjustments are still on the way 😅

Support our other projects:

https://store.steampowered.com/app/3934490
https://store.steampowered.com/app/3944490
Escapen't - jonas.laur
Hello captives,

After watching some of you struggle in my perfect escape room, I told my slaves - I mean - my unpaid employees to fix some bugs that were making the experience a bit too spider-like.

- All idle voicelines now stop after all have been heard, so repeat voicelines don't happen as much.
- All idle voicelines now cannot be triggered while reading a note or one of my genius books, so as to not interrupt your reading enjoyment.
- Alice has been told to stop yapping so much and to use the voicelines assigned to her, when entering the library.
- The Ancient Spider in Nordrejs has also been told to talk with less frequency.
- The banger soundtrack while getting chased in tight corridors will now always play.
- The monster in the chase is now a bit slower. But not much.
- When approaching error messages, you will now be told to punch them - even though that should be obvious, obviously.
- A certain huge sword will now not push the player when they parry it.
- A certain phase 2 arena will now have railings, so less-skilled players don't fall into the ocean while trying to survive a certain huge-sword-wielding enemy.

Best regards,
The Game Master
CEO of Escapen't
Deck of Haunts - philippe

Since we've introduced an endless mode (past night 28) players have been asking for some tools to better cycle and orient themselves through all the human portraits that spawn each night.

From now on out, you will be able to scroll through human portraits if there are more than 8 and you will also be able to sort those portraits if you'd want by:

  • Health

  • Sanity

  • Tension

The portraits will by default now also sort insane humans to one side and non-insane humans to the other.

We could still expand this system if the need would arise.

What would you like to be sortable, or how would you ideally see the human portrait management?
(Keeping in mind it all has to work with controllers as well ;) )

Just to give you a quick visual glance over how the old and new system compare:

NEW

OLD

Next to that, we've also added some more VFX flair to the card-unlock screen!

Thanks to all the players that are following us along from the start. And welcome to all potential new players reading this!

If you like Deck of Haunts, and the direction in which we are going with it, feel free to leave a review, as it helps us a lot more than you think! 👻

And, if you would like to help shape the game and the future scenario builder, go join our Discord and become a play tester, you'll get access to our development build & tools!

http://discord.gg/s4Qu6pg7D7

https://store.steampowered.com/news/app/3179730/view/675101905241768211?l=english

MEMORIAPOLIS - Mr_H4ndy

Hello builders,

With the upcoming Power to the People update, Factions will become a key element from the very start of your game.

Their whole system has been reworked: now, each culture will only have one Faction per era. As you move through the ages, these Factions will evolve, with a new leader, a new look, and new ambitions.

The result? Fewer Factions, but much stronger personalities.

IMPORTANT

Factions now appear automatically at the start of a game and unlock the construction of buildings.

  • They no longer have “power” but a new stat: Political Weight.

  • Each Faction has its own personality, which changes from one game to another.

  • They interact with each other… and sometimes, they might have grievances with you.

We want Factions to feel more alive and you’ll have to learn to work with them… or against them.

ARRIVAL OF FACTIONS

Everything starts when you place your Dynastic House. Factions appear gradually as the cycles go by: the first one arrives after 50 cycles, and you decide where it settles.

Each Faction has a leader, whose goal is to control as many districts and buildings as possible.

Your mission? Balance everyone’s ambitions or stop them before they get too powerful.

Visuals are work in progress and subject to change.

PERSONALITIES

At the start of every age, each Faction randomly draws a personality type: Warrior, Pacifist, Expansionist, Miser, Hedonist, Altruist, or Security-minded.

Their personality shapes their requests, relationships, and behavior. And since they interact not only with you but also with each other, you’ll have to master the art of negotiation (or manipulation…).

Visuals are work in progress and subject to change.

POLITICAL WEIGHT

Political Weight is a new way to measure a Faction’s influence in your city’s political life.

It depends on several factors:

  • Cultural Population: the number of citizens living in the Faction’s districts.

  • Owned buildings.

  • Personality.

  • Wealth, represented by their amount of gold.

Each Faction is ranked on five Political Weight levels, from very weak to very strong.

Political Weight affects:

  • Elections within the political system,

  • The chances of passing decrees and laws,

  • The order of turns during councils (to decide which law is proposed),

  • The triggering of certain events.

Visuals are work in progress and subject to change.

NEGOCIATIONS

Negotiations are how Factions expand their influence. They always happen between two parties, either:

  • between you and a Faction, or

  • between two Factions, where you’ll act as the mediator.

Factions earn gold by taxing their citizens. They can then use that gold to buy buildings or districts.

Every choice you make during these talks can strengthen or damage your relationship with them.

Negotiations are represented by a gauge that shows how favorable the Faction is toward your offer

  • 🔴 Red = the Faction refuses; your offer is too unfair. It’s up to you to adjust the terms and find common ground.

  • 🟠 Orange = they accept, but with negative consequences.

  • ⚪ Gray = balanced negotiation, both sides are satisfied with a fair trade.

  • 🟢 Green = both sides are happy, you’ll both gain positive outcomes from the deal.

Visuals are work in progress and subject to change.

RELATIONS BETWEEN FACTIONS

Coexistence between Factions is crucial in Memoriapolis. Their relationships evolve over time and also depend on your own decisions.

  • If two Factions get along, they can form alliances, sign political agreements, and even trade with each other.

  • If their relationship is mixed, expect them to block each other’s progress.

  • And if things go bad… conflicts and betrayals may erupt.

Each Faction has a trust value with others, directly affecting their negotiations. The better their relationship, the lower the risk of internal conflict.

Of course, their personality plays a huge role too. A Pacifist Faction won’t act the same way as a Warrior one!

Visuals are work in progress and subject to change.

RELATIONSHIP WITH THE PLAYER

As you’ve seen, Factions will make requests from time to time. Ignoring them can create grievances.

The more grievances you accumulate, the tougher things get:

  • Negative events might happen,,

  • Factions will be less willing to support your decrees and laws,

  • And worst of all… these grievances carry over to the next generation.

Remember: your decisions leave a lasting mark. A Faction might change over centuries but it never forgets a resentment.

We can’t wait to see how you’ll handle your Factions in Power to the People.

See you soon for more news!

Memoriapolis Team

The Textorcist: The Story of Ray Bibbia - GeHirne81

Dear Fellow Exorcists and Cursed Walkers!

The Alpha Demo Playtest of MÖRK BORG is now open to all registered players!

This short demo gives you a taste of what’s to come: explore a single level packed with unique encounters, unexpected situations, and a variety of items you can combine in creative ways.

The game is meant to be played with a controller. Keyboard controls are available as well, but you cannot rebind them yet in this alpha version of the game.

We can’t wait to hear your first impressions and feedback, so be sure to share your thoughts, experiences, and screenshots right here on Steam!

Join our official Discord and the Community Hub on Steam to meet fellow Cursed Walkers, exchange tips, and see who can defeat the Alpha Demo Boss in the wildest way imaginable!

All praise Nechrubel!

The Modbidware Team ːRayBibbiaː

7.43
Football Career Mode 26 - 44 games
Bugfixes
Beneath - WIREDGary

Hello everyone, just a quick heads up that since our first major patch earlier this week - we have finished a follow up patch that is now LIVE, and contains additional fixes, and one or two requests we've seen in reviews and socials.

Here's a quick run down of the update content :

  • Fixes to some animations.

  • Most keyboard keys, including numpad, home, insert, etc can be now binded.

  • Fixed issue where Headbob was interfering with some computers.

  • Increased walking speed in shallow water.

  • Fixed issue where purchased weapon attachments would sometimes disappear.

  • Text adjustments in Spanish

As always, thank you for you for all of your feedback, your reviews, and your comments in the forums - we'll continue to work on outstanding issues and feedback as we see it :)

Tomorrow we'll be celebrating a little with a compilation of some of the best creator moments we've seen during launch week - and next week we'll be looking to share our update roadmap with you, which will include some new and exciting ways to fight the horror that lurks in the depths...

We'll speak to you all very soon.

Storebound - 󠀡󠀡Nikko

Hello shoppers!

We are going to be running a playtest for Early Access and Episode 2 starting tomorrow at 4PM UTC and will close on Monday the 10th.

Help us break the game, give feedback, and report bugs to help us improve the launch of Early Access!

https://store.steampowered.com/app/3417410/Storebound/

  • To register, just go to the game's Steam page and click the green "Request Access" button. If we get a big influx of requests, we might not be able to add everyone to the test.

  • Note that this version of the game will only be available in English

  • It'd be great to record your gameplay or take a screenshot if you encounter bugs, and to describe the bug you encountered as best as possible so that we can investigate!

  • Share your feedback or report any bugs on Discord!

    Join the Discord!

See you in the Playtest!
Nikko
Community Manager @ Embers

...

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