Wrack Remake - Carnevil

So why exactly are we remaking Wrack? I mean... the game was fine, right? Sure, it might not have been the best-selling, most popular game of all time, but it had some good things going for it. Would you be here reading this if it was all bad?

Well...

While it wasn't all bad, the bottom line is this: Wrack didn't live up to its potential. It was plagued with all sorts of issues, from a lousy checkpoint system, to a shoehorned in combo system, and everything in between. Just about everything needed to be re-imagined and rebuilt from the ground up. It needed a reclamation project; and so, we began working on... a game we're not going to talk about right now.

But, while working on that game, we were approached by our current publisher (Red Deer Games) about doing a console port of the original Wrack. Because the original game was made using a custom-made engine (for reasons unknown), a simple port wasn't going to be that feasible. The game was going to have to be re-created in something like Unreal Engine (which we opted to use).

I pitched them the idea of simply publishing the new Wrack game we were working on - rather than subject a new audience to the unrelenting bag of nightmares that was the original game (wait a second - I thought it wasn't all bad!). Although they weren't interested in that, we reached a compromise: remake the content of the original Wrack game, but with all the improvements of the next Wrack game. The result? You'll never guess!

... okay, you probably did guess that.

And you know what? It's been great for everyone involved! First, you are getting a new game with all new mechanics, audio, artwork... the whole nine yards, which I'll dive into in a future post. Plus, you don't even have to wait that long (it should be out this year!). It's been great for us too, because it's given us a project with a more limited scope where we can polish more effectively, and learn as we go. Finally, it's great for Red Deer because it'll let them test to see if this series is right for them without a massive commitment.

The Demo

But hey, don't take my word for it! Try it for yourself... well, maybe not right now, but on Friday when the Wrack Remake Demo comes out! You'll be able to play the first couple of levels and see how far the game has come.

Want to check it out as soon as it comes out? Then be sure to add it to your wishlist!

https://store.steampowered.com/app/3709080/Wrack_Remake/

The Braves - 腾蛇

Brave ones!

On September 10, at 21:00 UTC, unscheduled technical maintenance will be conducted in the game.

The estimated duration of the maintenance is 3 hours. During this time, the game will be unavailable.

We apologize for the inconvenience and thank you for your understanding!

Terranny - padrote

Flaere has released a guide to fully completing the Alpha stage, including all extra objectives. Check it out if you're struggling with certain parts or just want some different ideas.

Alpha 100% Walkthrough

The Rogue of Nexus - Drestsi

Hello everyone!

A new update is here with many fixes and quite a few quality of life improvements.

The Rogue of Nexus Demo has been updated too!

Update v1.1.1
  • Several minor bugfixing;,

  • Improvements to hand attack gimmick with incremental steps;,

  • Fixed a display bug for quest rewards in inventory which didn't track the current area;,

  • Added incremental costs to consumables in the cities, for a more intense attrition;,

  • Rebalanced Secret Chest loot;,

  • Quest "!" mark on worldmap now display info on the quest by clicking on it, thanks to Sheivez, Jalek and other players at Svilupparty for this suggestion!,

  • Fixed a GFX bug on worldmap, in the path which unlocks after defeating the Werewolf,

  • Fixed bug which could trigger when going to 0 HP and escaping from battle at the same time;,

  • Fixed bug which could trigger when going to 0 HP by getting hit from 2 enemies in the same moment, causing a double life loss;,

  • Fixed wrong display in dungeon minimap of icons, compared to actual rooms;,

  • Fixed misplacements in dungeon when changing floors from stairs;,

  • Fixed the missing spawn of hidden walls as random locked passages, starting from area 3+;,

  • Fixed dungeon obstacles which in few cases would result undestroyable, even when not bound to a blade trap;,

  • Dungeon obstacles don't spawn anymore next to a hidden wall;,

  • Hand Attacks won't unfreeze anymore the Hand timer and Day/Night timer, if The Hand disappears while a UI/Event is active;,

  • Rebalanced the script to track the next artifact to search;,

  • Fixed a resolution bug after some specific interaction with UI, after changing resolution during the same session;,

  • Delayed of 0.1 second the waiting time between 2 collisions of the same target which collides with Stinger skill;

  • Adjusted enemy level in destroyed dungons;,

  • Fixed some player interaction in battle;,

  • Fixed chest interaction while starting next to it (didn't trigger);,

  • Fixed a bug which didn't make display GFX change on a passage which can be destroyed from a bomb, if going to another room;,

  • Changing floor won't make reroll another dungeon boss anymore;,

  • Improved the display of the Cooldown bar of Shield Bash Skill, in battle;,

  • Removed the unnecessary buzz sound when using a free bomb of Lingering Gunpowder artifact;,

  • Fixed a minor bug in the weapon tooltip;,

  • Fixed a minor bug in the display of unlocked quests in city;

  • Changed the graphics of the mouse cursor

Cursed Companions - CFS
We're kicking off something special - exclusive skins for our Discord community! 😍 Join our Cursed Companions server today and you can redeem FREE skins right inside the Demo.



And right now, we’ve got a Trailer Contest running where participants can win a one-of-a-kind Gold Skin and where winners get STEAM KEYS! 🏆 Don’t miss your shot at flexing exclusive drip found on Discord!

In this contest...
We’re looking for gameplay footage from the community! We’re interested in funny, spontaneous moments, scary moments, moments that showcase the voice-activated mechanics of the game and the co-op / teamwork aspects of it. More details in our Discord channel under Events!

What happens in our Discord...
Our Discord is also where everything happens first: sneak peeks, dev chats, roadmap discussions, launch promos, and special limited-time skins only for members. Plus, it’s the best place to meet other players, team up, and share your wildest runs.



If you want to shape the game, flex exclusive looks, and always be first in line for new content - this is your invitation!


👉Join fellow Companions on Discord
Die to Survive Playtest - RLS-IT
Whats new?
  • New graveyard level added
  • Difficulty selection (Normal/Hard) is now activated
  • Challenges are now activated

Bugfixes::
Automatic weapon do not longer keep shooting after pressing "continue"

Notes::
Most of the used enemies are archetypes, variety will be increased in later versions.
The Challenges are different for each difficulty.

Lost Letter - Candeia Studio
We’ve added a brand-new Roguelike Mode in the Extras menu!
Now you can:

-Play quick and challenging runs with dozens of unique cards.
-Practice your strategies without pressure.
-Earn golden stamps to use in the main game.

A fresh way to enjoy, experiment, and spend time inside Lost Letter!
The Lord of the Rings Online™ - Cordovan
Update 45.4 Release Notes

Here are the Release Notes for Update 45.4, released on Wednesday, September 10, 2025.

News and Notes:
  • We have corrected a bug that could cause characters to be unable to jump due to riding mounts in snow.

  • Grodris, the Matron of the Wintersebb in the Isendeep Mine in The Ettenmoors, now properly respawns two hours after defeat.

  • The Burglar Trait: On a Roll will once again decrease the active cooldown on Double Down by additional time per rank.

  • Chat line call-outs for signature skills during the Veil of the Nine ringwraith event now display properly in French and German.

The Bazaar - andrew.adams
Patch 6.0 - September 9
BALANCE PATCH OVERVIEW
DESIGN GOALS
  • Reduce the power level of Stelle, particularly in the early game with cards like Private Runabout and late game with Hangar.

  • Reduce the power level of out of combat scaling items (like Money Tree and the cards that enable it).

  • Make the strongest enchants with the biggest immediate impact rarer (primarily Obsidian and Shielded) as they often are a culprit in making otherwise safe items into a problem.

  • Improving the numbers on existing items that are not seeing much play so that they now feel more viable.

GENERAL CHANGES
  • Enchantments

    • Continued clean/up balance pass on enchantments

    • Added Golden Enchant to most items

    • Adjusted Deadly enchants on a number of items

    • Obsidian enchant is rarer (very rare in level up options or fates, no longer on Alia)

    • Silver tier or lower merchants no longer sell enchanted items

  • Pricing Changes

    • Enchantments no longer double an item’s value

    • Legendary Buy Price 64 (from 100)

    • Legendary Sell Price 32 (from 64)

    • Legendary items with an on-sell effect now sell for 0

  • Obstacle Course (Event)

    • No longer spawns for Stelle

  • Prospero (Event)

    • Now Gold-tier

    • Spawns day 5+

  • Regenerative Tincture (Event)

    • Now gives Regen equal to twice your level

  • Dire Mosquito

    • Health to 1500 (was 1700)

  • Regen skills no longer boost the output of items that give you permanent regen outside of combat (e.g., Tome of Yyhan, Sifting Pan, Lunch Box)

  • Free loot item events (get scrap, get extracts etc) should no longer appear on Heroes that don’t generally use that output

  • Fixed Haddy's Wheel infinite spin bug

  • Players can now access settings from Collection + Chest opening scenes

  • Sped up time between experience shard hitting player portrait and game continuing

  • Chest opening should no longer display most recent season chest asset when opening previous seasons

  • New loading screen

MAK
  • Apothecary

    • Cooldown to 5 (from 6)

  • Atmospheric Sampler

    • Now only Charges items that were not the original trigger

  • Black Rose

    • Cooldown to 7 (was 8)

    • Regen scaling to 2/3/4 (was 1/2/3)

  • Boiling Flask

    • Cooldown changed to 12/11/10 (was 10/9/8)

  • Cauldron

    • Poison and Burn changed to 2/3/4 per type (was 1/2/3)

  • Covetous Raven

    • Damage changed to 80/120/160 (was 60/80/100)

  • Death Caps

    • Poison scaling to 3/6/9 (was 2/4/6)

  • Emerald

    • Poison to 2/3/4/5 (was 1/2/3/4)

    • Poison buff to 2/3/4/5 (was 3/4/5/6)

  • Oil Lantern

    • Cooldown to 8 (was 10/9/8)

    • Burn to 10/20/30 (was 10)

  • Ruby

    • Cooldown to 7 (was 10)

    • Burn to 2/3/4/5 (was 3/6/9/12)

    • Burn buff to 2/3/4/5 (was 3/4/5/6)

  • Runic Double Bow

    • Cooldown to 6 (was 7)

    • Damage to 20/40/60 (was 25/35/45)

  • Secret Formula

    • Cooldown to 9/7 (was 10/8)

  • Sifting Pan

    • Regen skills no longer increase this item’s permanent gains

  • Tome of Yyahan

    • Regen skills no longer increase this item’s permanent gains

  • Viper Cane

    • Poison and Regen scaling to 20/30% (was 15/25%)

  • Weaselpede

    • Freeze duration to 1 second (was 1/2/3)

    • Cooldown to 6/5/4 (was 6)

DOOLEY
  • Alpha Ray

    • Cooldown to 6 (was 7)

  • Arc Blaster

    • Damage to 15/30/45/60 (was 20/40/60/80)

    • Cooldown to 6 (was 7)

  • Barbed Wire

    • Changed to “Slow 2 items for 1 second(s).” (was 1 item for 1/2/3/4 seconds)

  • Battery

    • Ammo to 5 (was 4)

  • Bellelista

    • Damage to 50 (was 40)

    • Changed to “When you Haste, this gains +25/50 Damage for the fight.” (was 20/40)

  • Beta Ray

    • Cooldown to 6 (was 7)

  • Bill Dozer

    • Changed to “When you use another Friend, this gains +35/70 Damage for the fight.” (was 30/60)

    • Changed to “Your other Friends' Cooldowns are reduced by 15/25%.” (was 10/20)

  • Chemsnail

    • Cooldown to 8 (was 6)

    • Changed to “When you Slow, Charge this 2 seconds.” (was 1 second)

  • Chris Army Knife

    • Damage and Shield to 20 (was 15)

  • Cog

    • Haste duration to 2/3/4 seconds (was 1/2/3)

  • Cool LEDs

    • Cooldown to 5 (was 6)

  • Copper Ed

    • Poison to 5 (was 3)

    • Shield to 25 (was 15)

  • Crane

    • Damage to 150/300 (was 100/200)

  • Cybersecurity

    • Changed to “This has +50/75 Damage for each other Weapon and Tech item you have.” (was 75/125)

    • Changed to “This deals triple Damage if it is your only Friend.” (was double)

  • Defense Matrix

    • Cooldown to 5 (was 4)

    • Haste duration to 1/2/3 seconds (was 1)

  • Dino Saddle

    • No longer a Property

  • Flamethrower

    • Damage to 10/20 (was 2)

  • Forklift

    • Damage to 150/250 (was 150/200)

  • Gamma Ray

    • Cooldown to 6 (was 7)

  • Hammlet

    • Cooldown to 6 (was 10)

    • Changed to “When you Slow, Charge this 1 seconds.” (was 2 seconds)

  • Hover Tech

    • Flying targets to 2/3/4 (was 1/2/3)

  • Ice 9000

    • Poison scaling to 15/30 (was 10/20)

  • Induction Aegis

    • Burn to 5 (was 2)

  • Isochoric Freezer

    • Cooldown to 6/5/4 (was 6)

    • Changed to “Freeze an item with a Cooldown of 5s or less for 2 seconds” (was 1/2/3 seconds)

  • Laser Pistol

    • Damage to 15/30/45/60 (was 10/20/30/40)

  • Micro Dave

    • Cooldown to 7/6/5/4 (was 8)

    • Burn to 5 (was 6/8/10/12)

  • Miss Isles

    • Changed to “When you use a Core, this gains +10/20/30 Damage for the fight and Reload it.” (was “When you use a Core, Reload this”)

  • Monitor Lizard

    • Poison scaling to 5/10/15 (was 3/6/9)

  • Omega Ray

    • Cooldown to 6 (was 7)

  • Pierre Conditioner

    • Freeze targets to 2/3 (was 1/2)

  • Plasma Rifle

    • Cooldown to 6 seconds (was 7)

  • Power Sander

    • Changed to “Haste the item to the right of this for 2/3/4/5 seconds.” (was 1/2/3/4)

  • Propeller Hat

    • Fixed an issue where this item could only make one Core fly at a time

  • Pylon

    • Changed to “Slow \[1/2/3] item(s) for 1 second(s).” (was 1 item for 1/2/3 seconds)

    • Changed to “When you Slow, Haste an item for 1 second(s).” (was 1/2/3 seconds)

  • Pyrocarbon

    • Haste duration changed to 1/1.5/2 seconds (was 1 at all tiers)

  • Railgun

    • Damage to 250/500 (was 200/400)

    • Quest requires 8 Tech (was 10)

  • Rex Spex

    • Scaling to 80/160 (was 60/120)

  • Rocket Launcher

    • Burn to 2/4/6/8 (was 2/3/4/5)

  • Sat-Comm

    • Haste duration to 1/2/3/4 seconds (was bugged as 2/2/2/5)

  • Temporal Navigator

    • Fixed an issue with Obsidian variant triggering on Crit instead of Use

  • The Core

    • Cooldown to 6/5/4 (was 7/6/5)

  • Thermal Lance

    • Burn to 6 (was 5)

    • Burn scaling to 6/12/18 (was 5/10/15)

  • Pulse Rifle

    • Gains the Tech type

    • Cooldown to 5 (was 6/5/4/3)

    • Damage to 10/20/30/40 (was 10)

  • Unstable Grav Well

    • Cooldown to 7/6/5 (was 8/7/6)

  • Welding Torch

    • Cooldown to 8/7/6 (was 9/8/7)

  • Z-Shield

    • Shield to 75 (was 75/100/125)

    • Freeze duration to 1 second (was 1/2/3 seconds)

    • Cooldown to 7/6/5 (was 8)

  • Z-Sword

    • Damage to 50 (was 75/100/125)

    • Burn to 10 (was 12/16/20)

    • Cooldown to 7/6/5 (was 8)

PYGMALIEN
  • Atlas Stone

    • Corrected an issue where Obsidian Atlas Stone tripled its damage output on use

  • Balcony

    • Starts at Gold

  • Brass Knuckles

    • Cooldown to 9/8/7/6 (was 8)

    • Damage to 8 (was 8/16/24/32)

  • Cargo Shorts

    • Fixed an issue where this counted items in the stash for Multicast instead of its own tags

  • Cash Cannon

    • Starts at 50 damage (was 1)

  • Cold Room

    • Starts at Silver

    • Cooldown to 6 (was 9)

    • Changed to “Freeze 1/2/3 items for 1 second.” (was 1/2)

    • Changed to “When you use an adjacent Tool or Property, Charge this 1 second.” (was “When an enemy uses an item, Charge this 1 second”)

    • Changed to “When you Freeze, gain 2/4/8 Regen for the fight.” (was 5/10)

  • Dog

    • Cooldown to 9/8/7/6 (was 8/7/6/5)

    • Quests to sell 25/50/75 Food or Toys (was 20/40/60 Food)

  • Fixer Upper

    • Cooldown to 4 (was 5)

  • Grindstone

    • Cooldown to 3 (was 4)

    • Added: “If the Weapon to the Left has a Cooldown over 5 seconds, this has +1 Multicast.”

  • Hot Stones

    • Cooldown to 4 (was 6)

    • Burn to 2/4/6/8 (was 3/5/7/9)

    • Regen to 1/2/3/4 (was 1/4/7/10)

  • Investment Pitch (event)

    • Appreciated value changed to “Give your items +10 value (not including stash)” (was double the value of your leftmost item)

  • Jabalian Drum

    • Haste duration changed to 2 seconds (was 1/2)

    • Damage changed to 5/10 (was 6/9)

  • Keychain

    • Corrected enchantments to only target active items

  • Landscraper

    • Cooldown to 5 (was 7)

  • Luxury Tents

    • The first time you would die each fight, Heal 10/20% of your Max Health. (was 25/50%)

  • Model Ship

    • Starts at Silver

    • Cooldown to 5/4/3 (was 5)

    • Shield to 10 (was 25/50)

  • Money Tree

    • Cooldown to 5 (was 4)

  • Piggles Launcher

    • Cooldown to 7 (was 8)

  • Regal Blade

    • Quest requirements to 12/10/8 items bought (was 12/12/12)

    • Third quest now scales damage based on all items' value (was just Properties)

  • Slingshot

    • Starts at 2 ammo (was 1)

  • Spiky Shield

    • Shield to 10 (was 10/15/20/25)

    • Cooldown to 9/8/7/6 (was 9)

  • Textiles

    • Changed to “When you Heal with an item, Charge an adjacent non-Healing item 1 second.” (was Charge adjacent items)

  • Truffles

    • Lowered enchant numbers

  • Tusked Helm

    • Cooldown to 9/8/7/6 (was 10)

    • Damage and Shield to 10 (were 10/15/20/25)

  • Vineyard

    • Cooldown to 5 (was 6)

  • VIP Pass

    • Cooldown changed to 5 seconds (was 7)

    • Haste duration changed to 2 seconds (was 1/2/3)

    • Value increase changed to 4/6/8 and only for the current fight (was 1 and permanent)

Stelle
  • Firecrackers

    • Ammo to 5 (was 6)

  • Flare Gun

    • Corrected an issue where this did not correctly count as an Ammo item in some cases

  • Flashbang

    • Slow to 2/3/4 seconds (was 3/4/5)

  • Hangar

    • Starts at Diamond

    • Cooldown to 1 second (was 1.5)

  • Hammer

    • Quest goal increased to 10 (was 8)

  • Headset

    • Corrected an issue where several of this item’s enchants also triggered on “stops Flying”

  • Hydraulic Squeezer

    • Now correctly charges all of your Flying items instead of just 1

  • Lavaroller

    • Adjusted effect ordering so destroy happens before the Burn

    • This also corrected an issue where Grabinator would not buff Lavaroller

    • Cooldown to 9/7 (was 10/8)

  • Launch Tower

    • Changed to “The first time you use an item each fight, all your Vehicles start Flying.” (was at the start of each fight)

  • Lightning Rod

    • Corrected an issue where the enemy and player triggers were on different internal cooldowns

  • Lunch Box

    • +Regen skills no longer increase this item’s permanent gains

  • Orbital Polisher

    • Needs 150 items to fly (was 99)

  • Oxygen Mask

    • Regen to 3/6/9/12 (was 2/4/6/8)

  • Oxygen Tank

    • Healing to 75/100/125 per Vehicle (was 50/75/100)

  • Private Runabout

    • Cooldown to 10/9/8 (was 7)

    • Damage to 100 (was 50/100/150)

  • Rivet Gun

    • Cooldown to 8/7/6 (was 6)

    • Self-charge to 2 (was 1/2/3)

  • Sandbags

    • Cooldown to 5 (was 4)

    • Now causes 2/3/4 Vehicles to start Flying (was 1)

    • When a Vehicle starts Flying, Charge it 2 seconds (was 1/2/3 seconds)

  • Siren

    • Cooldown to 5/6/7 (was 7)

    • Slow and Haste duration to 1 second (was 0.5)

  • Solar Drone

    • No longer a Vehicle

    • Cooldown to 7 (was 8)

  • Squirrel Suit

    • Regen to 10/15/20 (was 6/8/10)

  • The Big One

    • Damage to 40/50% of max health (was 35/45)

  • Wrecking Ball

    • Cooldown to 20 (was 22)

VANESSA
  • Anchor

    • Haste duration changed to 2 (was 2/4)

    • Cooldown to 12/10 (was 13)

  • Blowgun

    • Cooldown to 8/6 (was 9)

  • Butterfly Swords

    • Cooldown to 7 (was 8)

  • Cyber Sai

    • Cooldown to 3 (was 5)

    • Damage to 10/20/30/40 (was 20/40/60/80)

    • Invulnerability charges to 2/3/4/5 (was 1/2/3/4)

  • Darkwater Angler

    • Cooldown to 8/7/6 (was 8)

  • Electric Eels

    • Damage to 100 (was 50)

  • Flagship

    • Damage to 50 (was 50/75/100)

    • Cooldown to 7/6/5 (was 7)

  • Kusarigama

    • Cooldown to 5 (was 6)

    • No longer Slows

    • Scaling damage to 5/10/15 (was 3/6/9)

  • Mantis Shrimp

    • Cooldown to 9 (was 10)

  • Mr. Richardson

    • Cooldown to 6 (was 7)

  • Old Saltclaw

    • Cooldown to 6 (was 7)

  • Orange Julian

    • Cooldown to 11/10/9 (was 11/10/9/8)

    • Starts at Silver

  • Pufferfish

    • Cooldown to 8/7/6 (was 8)

  • Seadog’s Saloon

    • Cooldown to 5/4 (was 6/5)

  • Stealth Glider

    • Re-enabled

    • Corrected an issue where enchanted Stealth Gliders' invulnerability did not break properly

  • Submarine

    • Damage to 50 (was 50/75/100)

    • Cooldown to 4/3/2 (was 4)

  • Torpedo

    • Max Ammo to 1 (was 2)

    • Damage scaling to 40/80/120 (was 40/70/100)

  • Zoarcid

    • Starts at Silver

    • Cooldown to 6 (was 7)

    • Haste duration to 2 seconds (was 1/2/3/4)

    • Damage to 15/30/45 (was 20/30/40/50)

COMMON ITEMS
  • Citrus

    • +Regen skills no longer increase this item’s permanent gains

  • Gland

    • +Regen skills no longer increase this item’s permanent gains

  • Scythe

    • Cooldown to 7 (from 11)

  • Hands of Time

    • Now properly no longer targets tools with no cooldown (or a cooldown of 1) with its active effect

SKILLS
  • Advanced Synthetics

    • Now Dooley only

    • Starts at Silver-tier

  • Alchemical Precision

    • Removed unnecessary Ammo check which prevented it from working on items that gained the Ammo tag

  • Bombs Away! (New Skill)

    • Stelle only

    • When you use a Vehicle or Drone, Burn \[1/2/3]

  • Hot Air (New Skill)

    • Stelle only

    • The first time you Burn each fight, \[1/2] of your items starts Flying

  • Equivalent Exchange

    • Corrected an issue where the triggers were not on the same internal cooldown

  • Expert Pilot

    • Starts at Bronze-tier

    • Your Vehicles have +\[20/30/40/50] damage and Shield (from 30/60%)

  • Focused Strike

    • Renamed from Temporal Strike

    • Now Vanessa only

    • If you have exactly one Weapon, its cooldown is reduced by \[--/5/10/15]% (from: cooldown reduced while your enemy has a Slowed item)

  • Heavy Machinery

    • Corrected an issue where this was not counting uses correctly

  • Heat Shield

    • Attempted a fix to correct an occasional issue where this would not trigger

  • Noisy Cricket

    • If you have at least 7 items in play, your Weapons deal +\[--/20/30/40] damage (from 20/25/30)

  • Searing Flames

    • When one of your Burn items gains Haste, it gains \[--/1/2/3] Burn for the fight (was conditional on already having Haste)

  • Steelstorm

    • Your Weapons have +\[--/4/6/8] damage for each Weapon you have (from 4/8/12)

  • Streamline Weapon

    • When one of your Weapons gains Haste, it gains \[--/5/10/15] damage for the fight (was conditional on already having Haste)

The Sims™ 4 - Electronic Arts

Pre-order The Sims™ 4 Adventure Awaits Expansion Pack*, available Oct 2. Order now through Nov 13 for the Warm & Cozy Digital Content**; the Toasty Tower Lamp, Toast-Tea Kettle, and Toasty Tootsies Socks.


Get ready to break free from the everyday with daring activities and Getaways. Getaways are more than vacations, they are experiences you design! Set a schedule and even add rules. Elimination Rules – like skill or relationship gains – will have Sims competing to outlast each other. Create a kids’ camp, fitness retreat, romantic contest, or anything else you can imagine!


Also, create Custom Venues, where you can design, build and decorate, deciding what kinds of activities and roles are assigned. Share your creation to the Gallery for other Simmers to download and us for their own Getaways!


Live a more adventurous life with new skills: Entomology, Diving, Archery and Papercrafts. Make classic crafts like paper planes, catch and raise butterflies, make a splash with new diving boards, and hit the bullseye! These activities are for both kids and grown-ups, as are the Diving Board, Waterslide, and Kayak. Get out there and explore the water! Active Adult Sims will enjoy working out with Spin Bikes and Free Weights, and everyone will enjoy drinking a refreshing smoothie from the new Blender.


Childhood is an especially adventurous time. Customize Modular Playgrounds with slides and different platforms for a ton of Childhood fun. Kids can challenge each other with games like Hide and Seek or Rock, Paper, Scissors, and even have Imaginary Friends! Choose from four different Imaginary Friend dolls and four different personalities: Goofball, Competitive, Creative, and Evil.

*Requires The Sims 4 & all game updates. For PC, see minimum system requirements for the pack.

**CONDITIONS AND RESTRICTIONS APPLY.

https://store.steampowered.com/app/3548850/The_Sims_4_Adventure_Awaits_Expansion_Pack/
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