Realm of the Mad God Exalt - Deca_Acalos


Realmers!

The Heatwave has arrived! Season 23 starts today, introducing a brand-new Event, Mission Tree, Battle Pass, QoL changes, and the Wizard Modernization.

Did you already see our latest Trailer for Season 23? Check it out now!



The Heatwave is upon us! Complete the newest Battle Pass, cool down the Wood Totems and extinguish the flames, collect new shinys and more!

Have a look at our Blog for more information!
3:54am
Great Service! Playtest - Didi_Dodo
fix patch
Battlefield™ V - Electronic Arts

Hello everyone,

As we prepare for Battlefield™ 6’s Early Access Beta starting on Thursday, August 7, followed by the Open Beta on August 9, we wanted to take a moment to reflect on our journey so far with Battlefield Labs, how we’ve adapted your feedback, and what you can expect from future play sessions and gameplay iterations as we prepare for launch.

We’ll take a brief pause with Battlefield Labs during the Open Beta period. Once concluded, we’ll resume our commitment to feedback and continuous improvement through this program. We’re proud of the reception that we have seen with Battlefield Labs and we’ll keep monitoring and acting on player feedback and data as we continue our development.

Battlefield Labs Feedback, Changes Made For Open Beta

Closed vs Open Weapons

We recently shared our goal to connect both new and veteran players to the Battlefield experience. There have been ongoing discussions about previous class systems, including interest in reintroducing closed weapons to classes as a playlist option.

To support different playstyles, we’re developing functionality that allows you to choose between closed and open weapon modes, starting with the Open Beta. We’re starting with a Closed Weapon Conquest playlist in Beta. You’ll earn full XP progression in this mode, giving you the freedom to play your way.

With the Open Beta inviting you to our largest play sessions yet, we encourage everyone to try switching between both systems to find out what works best for you.

Maps and Modes

We’ve been closely tracking player behavior and traversal across the different maps played in Battlefield Labs, such as for the below image of Siege of Cairo. Using this and other data, we’ve identified several areas across maps that we’ve zoned in on and changed to better the flow of movement and the pace at which players traverse and fight each other.

Several direct changes have also been made to the layout of objectives, including improved cover, adjusted objective sizes, and tailored designs to support balanced play for both sides. We’ve also updated the visual look of objective boundaries and repositioned turrets across the map to further enhance gameplay.

As we move into the next phase of map testing, our focus will shift even more toward refining these objective layouts and iterating based on player feedback. Expect further adjustments as we approach the final stages of development.

We’ve always loved the fast-paced action of Domination and have been exploring the best way to bring revives into the mode, a core element of Battlefield teamplay that we think really fits. After seeing positive feedback from players, we’re excited to introduce reviving as a new mechanic, adding an extra layer of strategy and teamwork to the experience.

Weapons

Time-to-Kill and Time-to-Death have been frequent topics of community feedback. With your input, we’ve balanced damage across the weapon pool and we’re eager to hear your thoughts on how these changes feel during the Beta.

We’ve also leveled up our weapon customization options. We’ve worked to enhance overall clarity to make the UI more user-friendly so it’s easier to see which weapons synergize best with each class. These improvements are designed to help you make more informed choices when building your loadout, ensuring that you can quickly understand the strengths and intended roles of different weapons.

To further differentiate the classes and provide unique weapon advantages, we’ve introduced signature weapons. Selecting a weapon that aligns with your class now grants exclusive advantages for that weapon that no other classes will benefit from. For example, no other class will be able to utilize a sniper rifle as effectively as a Recon.

The Road To Launch

Adapting and implementing feedback takes time, and while Open Beta will give you an early look at the Class system, it’s not the final adaptation. After the Open Beta has concluded, there will be more opportunities to shape the class experience together before launch through upcoming Battlefield Labs play sessions.

Today, we wanted to give you a glimpse of further changes you can expect beyond Open Beta as we head towards launch.

Assault

While Assault has been recognized as the class for frontline-medics, and a favorite among lone-wolf players, we’re now placing greater emphasis on team play. With reworked traits and gadgets, Assault offers passive squad benefits that encourage teamwork and provide a stronger support for the squad.

The Adrenaline Injector, initially offering a self-healing effect, now clears and boosts resistance to flash and stun effects, enhances tolerance to explosive and incendiary damage, and improves movement speed. We feel that this will reduce their self-sustaining perks and differentiate them further from the support class.

Commanding Presence has replaced Enhanced Mobility as the new Signature Trait. This trait speeds up capturing objectives for nearby squad members and takes you and your team out of combat status faster. With this new ability we’re taking another step to provide the Assault class with more team focused abilities.

We’re also making a substantial change to the gadget pool of the Assault class. We've renamed the Spawn Beacon to Deploy Beacon, and it's now part of the Assault class gadget pool, instead of Recon.

Although the Deploy Beacon has traditionally been a staple of the Recon class, it hasn’t been without its challenges, often being used by solo snipers to redeploy in hard-to-reach places. By moving it to the Assault class, we’re intentionally redefining it as a teamplay tool for frontline flanking and coordinated squad movement.

The Deploy Beacon has a finite number of uses per squad and will self-destruct if the Assault player spawns back on it, making it a tactical and limited resource rather than a persistent advantage. We believe this addresses concerns around Assault being too focused on solo-play.

A completely new gadget is being introduced: the Assault Ladder. This versatile tool provides squads with access to previously unreachable areas, functioning as either a ladder or ramp depending on deployment angle. As a powerful teamplay gadget, it enables Assault players to lead not just their squad, but their entire team over obstacles, gain height advantages, or surprise the enemy in new ways.

Engineer
We're pleased to hear balanced feedback on the Engineer class, especially in terms of their core role in vehicle gameplay and explosives. We're eager to learn more about how well the Engineering gadget pool supports and destroys vehicles, and how effective Engineers feel in direct combat. We'll be closely monitoring their toolkit's performance in large-scale battles and are keen to hear your thoughts on whether playing as an Engineer feels impactful and rewarding.

Support

We've received generally positive feedback regarding Support, and we're actively evaluating a few key areas for improvement. We’re focusing on the refresh rate of supply crates and how well the Support’s signature weapon buffs contribute to the flow of the game. We want to ensure that Support players feel essential to their squads, both in keeping teammates supplied and in boosting overall combat efficiency.

Recon

For Recon, we saw the opportunity to strengthen the disinformation and sabotage component of its role. With that in mind, we set out to redefine one of Recon’s Training Paths by removing “Pathfinder” and replacing it with “Spec Ops. A nod to the stealthy, explosive-focused class last seen in Battlefield 2.

This is the path for anyone who wants to take on the stealth function of their squad, providing them with insights on troop movement while quietly operating behind enemy lines:

  • Spec Ops 0: Your base class training, available from the start and allows quieter takedowns, crouch and prone movement.

  • Spec Ops 1: Spots nearby enemy gadgets (except when sprinting).

  • Spec Ops 2: Going prone takes you out of combat much faster and removes the spot on self.

In addition, the Recon class features an Active Ability at Level 3 that lets you call in a UAV to a marked position for passive spotting, further enhancing your squad’s situational awareness.

Together with the Recon Signature Trait, Aim Spotting, which automatically spots enemies while you’re aiming down sights, you’ll be fully equipped to play out the intelligence and counterintelligence role to its full potential.

What’s Next?

Open Beta is your chance to jump in, share your feedback, and help shape the future of Battlefield 6. Check out our Open Beta Readiness article for everything you need to know to get started.

We also invite you to join us on the official Battlefield Discord to get the latest updates, hear from our team, find squad mates to play with, and more.

We’ll return after Open Beta with learnings from the play sessions, and an overview of further changes we’re making on the road towards launch.

We’re looking forward to seeing you on the Battlefield alongside us in the Open Beta!

//The Battlefield Team

These game details are subject to change based on community discussions, player data, and feedback from Battlefield Labs and the Open Beta as we continue developing Battlefield 6 and beyond. We will always strive to keep our community as informed as possible.

https://store.steampowered.com/app/2807960/Battlefield_6/

千军纵横-专服版 - cute168178

尊敬的各位主公:

为了给大家更好的游戏体验,游戏将于2025年8月6日(星期三)08:30-09:30进行临时维护,届时请大家提前做好下线准备,以免造成不必要的损失,服务器开启时间根据维护进度提前或延迟,由此给大家带来的不便敬请谅解,感谢大家对我们的理解与支持!

维护时间:2025年8月6日(星期三)08:30-09:30

维护范围:全服

更新内容:新功能 + 一些优化

1、新增白虎大陆、白虎营地、白虎圣地玩法

2、新增白虎装备

3、新增四象-白虎-命纹系统

4、新增圣殿-圣地寻宝玩法

5、修复神兽按钮不显示麒麟系统红点的问题

6、优化帝装活动红包发放

7、新增白虎献瑞活动

8、修复麒麟祭祀界面技能ICON缺失的问题

........................................................................................................................

客服QQ:672651441 客服邮箱地址:https://672651441@qq.com

Lami: A Cup of Code and Coffee - lemist

Because some people are experiencing serious issues that are preventing them from playing,

This update primarily addresses the bug reporting feature. This button can be found on the pause screen in the game.

For the developer's protection, you must agree to this data collection statement. Please understand.

Update Content:

  • Added bug reporting functionality

  • Minor adjustments to interaction distances

  • Added a quick item slot at the bottom (not yet linked to the item slot)

  • Adjusted the interaction distance for the cafe sign

  • Fixed an issue with the story system dialog resetting

  • Fixed an issue with background music switching being triggered by regular NPCs

The Guiding Spirit - theguidingspiritgame

Hi everyone!

Today’s update is a big one — not just in size, but in importance. In previous updates, I’ve explained how the game delivers a cohesive and immersive story, regardless of how unusual or unique your character choices are. Continuing along that path, I’m excited to announce a brand-new, fully handcrafted art style for the Spirit!

Let me take you behind the scenes a bit.

From the very beginning, I dreamed of Guiding Spirit having handcrafted visuals — something that would give it the feeling of a beautifully illustrated storybook. One of my biggest inspirations was the Sword & Sorcery gamebooks. I remember getting lost in those pages, just staring at the art long after I'd read the text.

When I began working on the Guiding Spirit, I knew the game’s concept. But the visuals? Not so much. For the earliest builds, I used pencil sketches and free asset packs — and honestly, the result wasn’t great. I had little experience with digital art, and no tools to support it.

I considered simplifying trait icons, but many of the Spirit’s traits — like Awkward, Complainer, or Trustworthy — are hard to express through minimalistic symbols. During early playtests, testers struggled to tell them apart. It became clear: I needed something more expressive or I need to scrap the concept of trait icons overall and just use text to list traits for the player.

I also experimented with removing character portraits, but that just added more confusion again. Without a visual identity, testers couldn’t quickly recognize the misfit band they had assembled — which often led to frustration. They’d start a story, read paragraphs of text, only to realize they actually intended to create a different team.

And last but not the least: story illustrations. I’ve always wanted the game to feel like a book — not just through the writing, but visually. I knew I had to be careful, though, since the game relies heavily on imagination, and with the many possible story permutations, the illustrations couldn’t be too specific.

Because of all the above, I began searching for an artist to help bring those key moments to life. I reached out to numerous of them— each responded with kindness and professionalism. However, most were already booked for several months, and based on their feedback, producing the artwork needed for the demo alone would take at least a year. And we are only speaking about the story illustrations, excluding portraits or icons! It is completely understandable, of course—doing art the right way is a full-time commitment, and they had other projects on their plates.

With the game nearing feature-complete, I didn’t want to delay the entire project for another 2–3 years just for visuals. Furthermore, I wanted to announce the game so I could begin networking and establishing social media channels in preparation for the upcoming demo. One could say that I started looking for an artist too late and should have done so earlier, which is technically true. However, part of the reason is that I didn’t settle on the final concept of the Spirit until early last year (the project took many different forms over the last 6 years), and it was only then that I began to understand in what format the game could present it's content to the player.

In a moment of desperation, I began experimenting with AI-generated art to create a trailer and replace most of the old in-game assets. It helped me get the word out and made the game “presentable” — but unfortunately the visuals became a chaotic mix of AI images and mismatched free to use assets.

The feedback I received: while the premise of Guiding Spirit feels unique and interesting, the inconsistent art style brakes immersion. Someone said, “I’d rather play an ugly but consistent game than a shiny mess.” And honestly? I felt the same way. This just didn’t feel right.

Additionally, the AI-generated images often lacked consistency, making it difficult to convey a clear, unique vision. I began to realize that some of the originality was being lost, as I had to make compromises—especially when it came to depicting exotic species or specific items I came up with. I kept running into all sorts of issues and felt like I didn’t have the control I needed. Maybe I was just bad at managing it—but in the end, that doesn’t really matter, and here’s why.

Shortly after the announcement, I was able to get my hands on a drawing tablet and i started to sketch. I began watching digital art tutorials online and experimented with different art styles. Eventually, I came across a particular line art style that was simple enough to handle for everything, yet detailed enough to add depth and multiple layers to the experience.

Eliminating color might not be everyone's favorite choice, but I did it for two key reasons: First, testers frequently mentioned that it breaks immersion when portraits don’t exactly match the colors they picked during character creation—a challenge that also extends to NPCs and location artwork. By switching everything to black and white, I can lean on the player’s imagination and cover a broader range of visual possibilities. Second, as a solo developer, spending time coloring every piece would significantly slow down progress on other crucial aspects of the game.

Working on the in-game assets reminded me once again how incredible the creative process feels. Even though I knew it would be a lot of work, I started to feel optimistic and genuinely enjoyed having full control over my creations. Once I had something halfway decent, I implemented it in the game and I showed it to testers — and the feedback was overwhelmingly positive. The line art, hand-drawn style fits the storybook UI perfectly. It blends naturally with the text, and it’s something I can realistically complete without holding up the development of other game features.

One by one, I replaced every asset: icons, portraits, buttons, filters, story illustrations. And now, I’m thrilled (and honestly, a little relieved) to say: Everything in the game is handcrafted now. I also updated the trailer and promotional materials accordingly. Even the book background and paper tooltips have been replaced.

There’s still a lot of work ahead for future chapters, but I’ve found the right approach to handle it. Illustrator Krisztina Boros is also helping me by creating beautiful art for the in-game lorebooks. You’ll be able to browse these books during your adventure like little collectible stories. She’s amazingly gifted — I’m excited to show you some of her work soon!

The game now has a consistent visual style that complements the tone and world of Guiding Spirit. I know it may not appeal to everyone, but im pretty satisfied with it (it still needs some polish), i think it blends into the book interface very well. Also it feels mine.

Over the last few months, when I wasn’t drawing, I was writing and coding — and in the next update, I’ll be sharing details about the upcoming free demo!

I also had a fantastic time chatting with the great @remulto4 on his DEV.LIFE show, you can watch the episode here:

https://www.youtube.com/watch?v=87TE2reQLOU

Thank you all so much for your support, feedback, and patience. It’s helping shape this project in the best way possible.

Until next time,
Dice Impact

UNLOCKERS - VELUX-STUDIO
  • Adjusted certain gameplay mechanics

  • Added option to vertically invert control of the camera

  • Added "Tip" to explain the Hint system

  • Revised and added some Hint messages

  • Made minor corrections to in-game text

  • Updated in-game illustrations

3:48am
Light of the Eternal Night - zzttth
  • Fixed potential bugs.
Hot Pot Game - theis
Patch Note 1.0.1

Bug fix

- Fixed an issue that "Rent a paw" achievement is cannot be achieved.

- Fixed an issue that "Sloth" and "Immovable as the mountain" achievements can be achieved in any modes.

- Fixed an issue where highlighting player name in the leaderboards after a game was not working properly.

- Fixed an issue that caused scores to be sent to the leaderboards in an unstable state.

theis

FINAL FANTASY XIV Online - SquareEnix Vystenya

We are proud to present the patch notes for The Promise of Tomorrow, which follows the Warrior of Light as they aid a struggling Alexandria in the conclusion of the Dawntrail story.

This patch also features the second installment in the alliance raid series, Echoes of Vana'diel; a new trial; and a new treasure dungeon, Vault Oneiron.

Additionally, Patch 7.3 brings a new stage to Crystalline Conflict, the Bayside Battleground, and a number of refinements and additions to the game such as chat bubbles and portrait mode for group pose.

* Additional features will be implemented in future updates:
  • Cosmic Exploration and Tool Enhancement Quests - Cosmic Tools are scheduled to release in Patch 7.31.
  • Yok Huy society quests, a new deep dungeon, and Inconceivably Further Hildibrand Adventures sidequests are scheduled to release in Patch 7.35.
Read the full patch notes on the Lodestone.

...

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