Ancestral Players - Sylvain

Hi! We are organizing the first tournament ever or Ancestral Players on the 24 July !

Region: EUROPE , servers are in Germany

Date: 24 July , 9 PM Paris time (UTC+2) , should be ~1h duration

Game mode: Automatic

Tournament structure will be defined according to the number of participants

Prize: top 1 get a steam key of the full game when released.

To register, you just need to be there on time on the Tournament Server before registration close.

See you!

Who's at the door? - H.Soo
Patch Summary
Fixed: House staying dark after ending.
→ If it happens again, return to the main menu and continue — that should fix it.

Improved: Higher chance of seeing missed hallucinations in Play Loop Mode.
→ Great for players curious about what they missed. 'Faster Gameplay' option available!

Adjusted: Hidden hallucinations now appear more often.
→ They show up on days without anomalies. More hints coming soon!

Tweaked: 'Follow You' hallucination.
→ Spotting it quickly now reduces the chance of being sent back to Day 1.



Patch Notes
1. Fixed a bug where the house remained dark after seeing an ending.
– If this bug still occurs, try returning to the main menu and continuing the game from there. If you experience the issue again, please let us know!

2. Increased the chance of encountering missed hallucinations in Play Loop Mode.
– If you're curious about the hallucinations you didn’t catch during your main playthrough, feel free to enjoy Play Loop Mode. There’s also a 'Faster Gameplay' option for faster gameplay.

3. Increased the appearance rate of hidden hallucinations.
– Sorry if the hidden hallucinations caused confusion! They were meant as a little bonus for players who enjoy interacting with the environment. These usually appear on days when no anomalies are visible in the house. We’ll also be adding more detailed hints to guide you!

4. Adjusted the 'Follow You' hallucination.
– If you detect it quickly, the chance of being reset to Day 1 is now lower.


💌 Thank you so much for playing our game!
We truly appreciate your feedback and will continue updating the game with your convenience in mind.

— SKONEC
1h36
Bad Memories - bmrec

Fixed the animation bug in Kat's scene, the error when starting a new game and some typos/grammar.

勇者与亡灵之都 - steem
第二真祖格雷的宅邸对话新增了获取武器的途径
[Neolithic]To the End - orochi2k
English
##########Content################
[No. 181 River Road] An NPC based on my grandfather is now at this location.
[No. 181 River Road] An NPC based on my grandmother is now at this location.
[No. 181 River Road]Since my grandmother liked to grow vegetables wherever she lived, there are now some vegetable plots outside their room. (Vegetables will grow automatically.)
简体中文
##########Content################
【清河路181号】加入了一个基于我祖父的NPC
【清河路181号】加入了一个基于我祖母的NPC
【清河路181号】因为祖母生前基本上会在任何住的地方附近种地。所以他们的房间外还加入了一片菜地。(菜会自己长出来的。)
1h32
Fire from the sky: Cagliari 1943 VR - bminteractive13
bugfix
House of Legacy - 万万-v-

This Week’s Focus: Edict System & Enhanced Rebel AI

 

It’s time for another content expansion this week (we alternate between enriching noble house content and adding new features). Here’s a summary of what’s coming:

 

1. Edict System – Edicts will now be available, involving noble houses and vassal princes (players from the imperial family can issue edicts themselves). Most notably, the Military Exam is included.

 

2. Enhanced Rebel AI – Rebels will now act more autonomously and trigger more dynamic events, adding to the gameplay depth.

 

3. Further improvements to noble house gameplay.

 

Many players have requested the addition of the Military Exam, and we had originally planned to include it under the edict system. Historically, the military exam was only held during certain periods, so we’ve decided to complete the edicts related to noble houses and vassal princes this week. Additional edicts involving foreign powers and the officialdom may follow in future updates.

 

We’ve also received feedback that rebel AI is currently too simplistic. This week, we are enriching rebel behaviors and adding interesting new events to make rebellion mechanics more engaging.

 

Lastly, we’ll continue to expand the content around noble houses. It’s still a weekly update schedule, so thank you for your patience and support!

Witch Way - solidgouki
Version 1.0.2 Released

This small update includes the following:

  • Added display size options to the settings menu: Large (window 3x), Medium (window 2x), and Small (window 1x).

  • Fixed a bug causing the game to freeze.

  • Fixed a bug where the letter "E" would sometimes disappear during the "Sacrifice Villager" tutorial.

  • Corrected several typos in various texts.


We've recorded all your feedback and are discussing how to implement or optimize it. Your suggestions are what drive our progress—thank you!

Skill Legends Royale - 7ana2Na

Hello everyone, we are ZGGAME. We sincerely apologize for the delayed update of our developer's note due to a recent increase in our workload.

We always hope to use these developer's notes to share the game's current development progress and status with our players as transparently as possible. We also hope it serves as a bridge for communication. Therefore, we will continue to actively update this content in our spare time during development. Starting with this note, we are changing the format to two main sections: 【Future Exploration】 and 【Community Hot Topics Response】. If you have any feedback on the current version, you are welcome to discuss and share it with us in this thread.

Future Exploration

  • Match History Function: We have received many suggestions for a match history feature, such as being able to view a specific player's skill details after a match for analysis and learning. We agree this is a very valuable feature, but there are still some technical hurdles to overcome. Therefore, this is a long-term exploratory goal and is difficult to implement in the short term.

  • Prestige of High Ranks / Sense of Achievement for Top Players: Some top players have given feedback that the game's ranks are too easy to achieve. We are therefore considering how to design content to increase the prestige or requirements for these ranks, or to enhance the sense of achievement for top players. This is a systemic project and it's hard to provide a perfect solution in the short term. However, in a near-future update, we will add an Average Placement leaderboard, where only Overking players can be ranked, sorted by their average placement.

  • End-of-Match Animation: The issue of the lengthy end-of-match animation has been repeatedly mentioned by the community. We have this on our records and will look for a suitable opportunity to optimize it in future version iterations.

  • Mechanics of Certain Treasures: Issues regarding the mechanics of the Goblin Rocket and Adsorption Bomb have also been frequently mentioned by the community. We have also recorded these and plan to find a suitable opportunity to optimize the mechanics of these two Treasures in the future.

  • Spending Path for Red Crystals: Some players have reported that there are no ways to spend their Red Crystals, turning them into a useless resource. We have noticed this issue as well, but designing a new and interesting system for a resource takes considerable time. We are currently brainstorming some possible solutions, but this also requires time and is unlikely to be implemented in the short term.

The order of these future development items is not indicative of their priority. Priority will be determined by development difficulty, production capacity, and the impact on the game environment and overall player experience. The specific implementation time for some of these items is yet to be determined. If you have any good suggestions about the content revealed, please feel free to share and discuss them with us.


Community Hot Topics Response

  • Q: Can you develop new modes?

    A: We once launched a speed mode in the Warcraft mod version. Although it was popular for a short time, players quickly grew tired of it. Given the current situation of the standalone Steam version, we are concerned that investing resources into a new mode would lead to two major problems.

    1. The current player base might be further split, leading to longer queue times.

    2. A new mode might fail to keep players engaged long-term and end up being abandoned.

    Therefore, it is difficult for us to implement this in the short term. However, depending on the game's situation, we may still introduce new modes in the future.

  • Q: Can you reward aggressive playstyles with more points to counter players using healing/recovery treasures?

    A: If we explicitly use system mechanics to encourage a specific playstyle, it will inevitably affect the frequency of other playstyles as players are driven by rewards. We will not favor any non-malicious playstyle, as this contradicts our philosophy of encouraging players to try various strategies. Our current thinking is to impose certain limitations on recovery-based playstyles rather than using point rewards to drive player behavior.

  • Q: The random match order affects the use of some treasures. Can you revert to a fixed order or show the next opponent?

    A: We received feedback previously that the information disparity from a fixed order led to unfair situations. That's why we introduced a degree of randomness in the March 17th update to make the combat order difficult to fully predict while maintaining some regularity.

    With the recent addition of actively used Treasures like the Referee's Whistle and Piggy Bank, there have been calls in the community to restore the old match order. We understand this concern. The initial change to random was to solve the information disparity and unfairness of a fixed order. The recent calls are due to active Treasures like the "Whistle," making players miss the predictable order.

    We fully understand why players miss the predictable fixed order. The design philosophy behind some of these active Treasures is to involve a degree of risk and reward. If we were to display the next opponent, the strategic gamble of Treasures like the 'Whistle' (i.e., whether to risk using it) would disappear, making their returns significantly higher and more stable than auto-use Treasures.

    The current match order ensures you won't face the same player two rounds in a row (unless only 3 players remain). However, if you encounter situations like facing the same player 2 or 3 times consecutively, or 3 times within 5 rounds, please save detailed screenshots of the remaining players and match log and contact us through the community. This will help us analyze, locate the issue, and further optimize the matchmaking system.

    Regarding this issue, the current mechanism may have solved some problems, but we admit it might not be the perfect solution. If you have better ideas, please share them with us. We take every reasonable suggestion from our sincere players seriously.

  • Q: Have the probabilities of some heroes been secretly changed?

    A: We often see discussions in the community about whether the probabilities of some Heroes are inaccurate. These questions usually focus on the ultimate abilities of Blade Chief, Frostborne Lord, and Lord Stingy.

    We want to take this opportunity to state clearly: No. We have checked our code multiple times, and all probabilities strictly follow the underlying game design. Making extra probability adjustments for any hero would not only increase our workload but also benefit no one. We understand that players might feel skeptical during a streak of bad luck, but please trust that the backend mechanics are fair and consistent for everyone.

  • Q: Why were the chests in the Battle Pass removed? It seems like the rewards are worse now.

    A: We adjusted the Battle Pass content based on feedback from core players. The overall value of the pass remains the same. We replaced the chests with an equivalent value of Red Crystals and distributed them throughout the reward tracks. The specific reasons for this change are:

    • Players felt that the random draw mechanic in the chests forced them to get content they didn't want.

    • Players wanted more choice and the ability to unlock content based on their preferences, especially since new seasonal content varies in strength, and they didn't want to randomly get weaker items.

    Based on this feedback, we changed the presentation of the Battle Pass rewards, but the value has not changed. You can now use Red Crystals to unlock new season content. We believe this change gives players more freedom and is also more friendly to free-to-play players, as new content is no longer exclusive to the Battle Pass.


Other News
  • We are still working hard on launching the game on the Google Play Store and are optimizing our content to comply with the platform's regulations. Please be patient with us for a while longer.

  • The new season's content is in its final stages and is currently undergoing internal testing. A cute new companion will be joining us temporarily. Stay tuned.

  • Regarding the one-way feedback channels in the game, we have been diligently reviewing content in all languages. We cannot reply to each one due to the one-way nature of the system, but we understand the players' eagerness to see the game improve. Although we cannot have in-depth public discussions on every single suggestion or explain all our internal decisions, please believe that we take every voice from our players seriously.


That's all for this developer's note. We welcome your discussions and will see you next time!

哪吒传奇 - 86238780

Dear Nezha Warriors,

To recreate the passionate legendary experience and create a carnival for all players, Legend of Nezha will launch a full-server update. This update introduces the "Carnival of Gods and Demons" version, featuring core content such as a revolution in 新手福利 (new player benefits), daily zero-charge privileges, and a loot rate surge system. It also optimizes the fairness of trading and competition, helping every warrior enjoy the mythical world to the fullest!

I. New Welfare System: Become a God Without Spending, Resources Galore

New Player Benefits 2.0: Peak at the Start

Log in to receive:

  • Rare title "Descendant of the Spirit Orb" (Attack +5%)

  • Permanent auto-pickup/recycling functions

  • 100-slot large backpack + 50-slot warehouse
    Say goodbye to tedious operations!

Zero-Charge Gift Pack:
Log in on the first day to get 1000 Spirit Talismans (in-game currency), which can be directly exchanged for top-tier beginner equipment "Red Satin of Chaos · Elementary".

Daily Zero-Charge Privileges: Daily Recharge Quota

Online Rewards: Stay online for 1 hour daily to receive a free 50-yuan recharge quota (can be accumulated and used with no thresholds to redeem mall items).

Activity Chests: Complete daily tasks to unlock; there’s a chance to get 10,000-yuan recharge card fragments (10 fragments 合成 (synthesize) 1 card, max 3 cards daily).

Loot Rate Surge: Equipment & Titles Drop from Monsters

First Kill Reward: The player who makes the server-first kill of BOSS "East Sea Dragon King" will exclusively get 10 million Spirit Talismans + exclusive title "Dragon-Slaying Warrior" (All Attributes +10%).

1000x Drop Rate: All 野外 (wild) BOSSes and elite monsters drop super-transformed exclusive equipment (e.g., "Universal Ring・Divine Grade") and cool fashion fragments (collect to redeem permanent appearances).

Title Carnival: Kill a specified number of monsters to unlock premium titles (e.g., "Demon-Slaying Vanguard", "Demon Lord Bane"), with unlimited attribute stacking!

II. Core Feature Upgrades: Playable & Fair, Crafted with Care

No Gimmicks, Truly Playable

Zero Payment Threshold: No first-recharge gift packs, no forced consumption; all content can be obtained through monster-slaying/quests.

Continuous Updates: 3 new featured gameplay modes (e.g., "Fengshen List Cross-Server Battle", "Nezha Disturbs the Sea Dungeon") are added monthly, ensuring long-term engagement without boredom!

Crafted with Passion, Passionate Experience

Team Dedication: 1 year spent optimizing combat feel and visual effects, with 50% improved skill release fluency; combat feedback rivals PC games!

Popularity Guarantee: Large servers with 1000 players on the same screen are available, with "Gods vs. Demons Battle" starting promptly at 20:00 daily—passion never ends!

Three Easier Hunts, Full of Benefits

Currency Easy to Hunt: All monsters drop in-game currency; daily AFK 收益 (rewards) exceed 5 million, making skill upgrades effortless!

Equipment Easy to Hunt: BOSSes guaranteed to drop purple gear, with a chance for orange gear; casual players can collect a full endgame set in 3 days!

Recharge Easy to Hunt: Participate in events like "Heavenly Trial" and "Peach Banquet" to get free recharge cards (up to 500-yuan quota daily)!

III. Game Highlights: Fair Competition, Free Trading

Fair Growth, Casual Players’ Paradise

Time to Graduate: No VIP level suppression; as long as online time is sufficient, all players can achieve ultimate graduation!

Free Trading: The stall system is fully open; equipment, materials, and Spirit Talismans can be freely priced, letting you earn your first pot of gold!

Super Fun PK, No Instant Kill

Smooth Competition: Network latency optimized, zero lag in skill release; 1000-player team battles run stably at 60 FPS!

Balanced Settings: Removed "One Hit 999" and other over-powered attributes; PK outcomes depend on operation and strategy—anyone can dominate the server!

IV. Popularity Soars, Metrics Maxed

New Player Metric: ★★★★★★★★★★★★★ (User-friendly tutorial, master in 5 minutes)

Fun Metric: ★★★★★★★★★★★★★ (Loot rate, welfare, and combat experience fully upgraded)

Popularity Metric: ★★★★★★★★★★★★★ (Expected 100,000+ players on launch day)

V. Maintenance Compensation & Notes

Compensation Content: All servers will receive 2000 Spirit Talismans + auto-recycling function (7 days) + title "Maintenance Pioneer" (compensation claim deadline: 23:59 on July 27).

Data Retention: Character, equipment, and currency data will be fully retained after the update—feel free to enjoy the new version!

Feedback: If you encounter bugs or have suggestions, submit them via the in-game "Customer Service" button; we will handle them promptly and reward you with 500 Spirit Talismans!

Sincerely,
Legend of Nezha Operation Team
July 21, 2025

...

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