SUPERVIVE - chilemaniac
NOTE: THIS PATCH WILL NOT BE LIVE UNTIL NOVEMBER 5, 2025 @ 8:00AM PT
Opening Context

Happy November, SUPERVIVERs! Our Season 2 launch is in the books and we’re excited to see all of you wreaking havoc out there on the Breach (and in Tournament mode!) We’re going to keep Tournament on for patch 2.01, with some changes based on your feedback.

Also included in this patch, new kicks! We’re still in the testing phase for these, so we’re going to just be enabling them on tournament for now while we monitor how everything is landing. Onward!

Tournament
Format

The response to our first Prototype Mode - Tournament, has been pretty good so far! One of the most common player requests we’re seeing in our surveys has been for a version of the mode with teams of 3, so we’re going to test that out this patch. The maps have been slightly expanded to account for the larger team sizes. We’ll be sending out a new survey for this patch, so be sure to let us know what you think! (And a sincere thank you to everyone who took the time to share their thoughts on the mode already!)

  • Team size has been increased to 3

  • The map has been slightly expanded

  • The second item pick has been changed from Perks to Kicks

Items

As mentioned in last weeks dev blog - we’re doing some work on Armory items to simplify the system and make choices more understandable at a glance. Since a big set of changes like this can have significant ripple effects, we’re going to be doing extended testing in Tournament mode to help determine if these are ready to go to BR as well.  

New Kicks (Tournament Only)

For a long time, Kicks haven’t felt like a build defining choice. Taking a step back and looking at the item system as a whole, we set some new rules to fix that. The first change was simple: all dash and movement related effects now belong to kicks. If a few of them look familiar, that is because some former Relics have found their new home here.

Wildfire Sandals

  • +11% Dash Haste

  • 5% Ability Haste

  • After dashing, create a fire zone around your Hunter, dealing 180 damage over 4s and exploding 4 times for 50 damage each.

  • Damage to Armor is significantly increased (2s cooldown.)

Bloodlust Leather Boots 

  • +25 Move Speed

  • Hitting enemies grants +20 Movement Speed for 5s.

  • Stacks up to 5 times.

Combat Leather Boots

  • +15 Movement Speed

  • Gain +10% Primary Attack Damage when near allies.

  • Nearby allies gain +5% Primary Attack Damage.

  • Ally buffs do not stack.

Infusor Plated Boots

  • +500 Health

  • Dashing heals you for 15% of your missing health. (2s CD)

Painkiller Plated Boots

  • +10% Damage Reduction

  • After dashing, gain +20% Damage Reduction for 3s (2s CD)

Rabbit’s Foot Sneakers

  • +15 Movement Speed

  • +15% Dash Haste

  • After dashing, +100 shield to yourself and nearby allies. Duration 5s. (2s CD)

Cleric’s Sneakers

  • +20% Dash Haste

  • +15% Wisp Revive Speed

  • Touching a friendly Wisp grants revive. (Revive cancelled by enemies stepping on wisp)

New Grips (Tournament Only)

With all the new defensive stats appearing across gear, this felt like the right time to test a buff for everyone’s favorite anti tank gloves. Another under the hood change these Gloves represent is a move toward standardized tick rates across all gear with damage over time effects, giving players a more consistent experience.

Fiery Palm Cloth Gloves 

  • +6% Ability Damage

  • Abilities burn for 10% of target’s MaxHP over 3s.

Item Balance and QoL (Tournament Only)

A large part of our new item strategy is ensuring each item fits cleanly within a defined tag category, creating more interesting decisions within that space. This makes it easier for players to evaluate tradeoffs while building, and easier for us to balance items relative to one another. We’ve adjusted several Support and Defense items, some buffed and some nerfed, to keep choices balanced and relevant.

Shielding Vambraces

Now has additional stats.

  • +10% Ability Haste

  • +10% Outbound Healing

Frozen Titanic Gauntlets 

  • Nerfed inbound healing amplification from 30% >>> 20%

Greenwood Gauntlets

  • Buffed max health from 600 >>> 650

Removed (Tournament Only)

These items have either been merged into kicks or need a bit more work to fit into our new strategy, so we’re removing them from tournament for now. 

  • Painkiller

  • Wildfire Drive

  • Vive Infusor

  • Predator’s Paw

  • Corrupted Pommeler

  • The Booper

Item Tags

Item tags have been updated to use more standardized, understandable labels to inform builds.

  • Support

  • Ability

  • Primary Attack

  • Defense

  • Offense

  • Utility

Hunters
Eva

After Eva’s rebalance last patch, there’s a couple of Quality of Life features we’d like to add to her. Will continue to keep an eye on her as more patches roll out.

Corrupted Tether (LMB)

  • Now plays an Out of Mana notice periodically when holding input on a target while OOM.

  • BUGFIX - Can now correctly target enemy Sinner’s Embrace (ULT) Pillars

Orbs of Argos (RMB)

  • No longer heal allied Sinner’s Embrace (ULT) Pillars

    • Context: when making the pillar passthrough, this made them unkillable by some Hunters, if Eva’s Orbs could heal it.

Kingpin

We’re looking to increase the overall reliability of Kingpin’s outputs, without necessarily giving him more power (as he’s already performing quite well). Intentions here are to hit on some pain points mentioned by the community while furthering his identity as a close range damage threat.

Feed the Beast (Passive)

Often the source of frustration on the play against side, rarely planned for on the Kingpin side. Removal of this passive gives us more room to balance.

  • REMOVED - Kingpin no longer deals additional damage on backstab.

Scattergun (LMB)
We’re frontloading Scattergun’s damage spread, so that hitting at least 1 pellet on a target will feel much more impactful than before. Goals are to make KP feel more consistent / get more out of Scattergun (LMB), even when only hitting a few pellets.

  • Empowered Scattergun (LMB) unchanged.

  • Unempowered Scattergun (LMB)’s damage spread has been frontloaded, meaning more of the total damage will be dealt when hitting only a few pellets.

# Pellets Hit

Prev. DMG Spread  

New DMG Spread

1

22%

45.7%

2

39.2%

57.9%

3

56.4%

70.1%

4

73.6%

82.4%

5

82.4%

88.3%

6

91.2%

94.1%

7

100%

100%

Abyssal Grasp (RMB)

CONTEXT: With increased mobility (see below!), we believe that reining in some of KP’s Hook range will help solidify his position as a close range threat. That said, we’re increasing the power of his Rank 4 choice, offering players who like to spec into a hook-crazy build a choice that feels powerful.

  • Baseline Hook Range reduced ~15%

  • Rank 4 - Cooldown Reduction on Hook hit: -30% >>> -50%

Brute Dash (Shift)

We’re taking away some of the standout power from KP in the Dash CD effect from R4 Dash in exchange for increasing the overall reliability of the spell so KP can get into / out of fights a lot better.

  • Increasing dash distance by 10% (applies to both normal and EX dash)

  • Rank 4: CD Refund per empowered shot pellet hit:  -0.25s  >>> -0.125s

Primal Slam (Q)

It may just be a bugfix, but it’s a pretty good one…

  • BUGFIX - Should now correctly dunk targets that are brought below 70% health.

    • Details - A long time ago, a 3-frame hitstun was added to both KP and his target when Slamming them. Since changing up how slamming functions this hitstun has been eating into that stun duration, causing enemies around 70% health to make it out alive. This hitstun is now removed.

Tetra

Cleaning up one of the more frustrating things about fighting against Tetra.

Quake Punch (LMB)

  • Cooldown applies on input release (throwing rocks is just as fast, but chain-punching won’t be as fast).

  • BUGFIX - Impulse Decay is now checked after both air AND ground dashes

Shiv

Shiv has continued to perform at top levels of play despite nerfs to Relics she’s used - as such we thought it was appropriate to take power from elsewhere in her kit - specifically her top-line burst and escape on her Ultimate. She can still use her Ultimate to reposition and get out of sticky situations but it should now come at a higher cost.

Fusilade (R)

  • REMOVED: 2 separate charges of Quickflip

  • Now refreshes the cooldown of Quicklip on activation instead

  • Ultimate Self-Slow decreased from 15% >>> 10%

Nyx

Nyx’s LMB rotations were a little more lethal than we expected. Especially with some of the bugs around her Shift being cleaned up we’re pre-emptively adjusting her power level to account for the added consistency we expect for her to have this patch.

Cyberscythe (LMB)

  • Third-hit sweet spot damage decreased by 10%

  • Hold LMB damage decreased by 10%

Game Structure
Circle Adjustments

As we adjust to the 8-team structure on Breach, we’ve found that fight density and pacing is still lower than what we’d like. As such, we’re adjusting the circle size inwards some to increase the likelihood of more PvP encounters.

  • Starting circle area down an additional 10%

Lethality Changes

Fights in SUPERVIVE should feel dynamic and explosive but when lethality gets too high combat actually ends up feeling flat and repetitive. With these changes we’re hoping to make fights last a little longer and create more windows for back and forth. 

We’re also hoping that extending these fights inside a smaller circle will create more situations for multiple teams to join in on the action. This is something we’re gonna keep a close eye on.

  • Reduce outbound damage dealt and healing by 15%

Boss Changes

We like that objectives are mattering more with the changes that came in 2.0 but wanted to fine-tune some of the encounter durations. Early-game bosses felt like they were getting completed too quickly whereas late-game bosses felt like they often took a little too long. We’re hoping that these changes will make Bosses broadly more contestable on more even footing without feeling like they take too long.

  • Bosses now spawn 75s into each day

  • Boss stagger damage decreased from 12.5% max HP >>> 10% max HP

  • Day 1 boss spawns decreased from 3 >>> 2

  • Day 3 Bosses (Bombers) Max Health decreased by 25%

  • Day 4 Bosses (Meteor) Max Health decreased by 33%

Air Drop Changes

We want to give more warning before air drops land so there’s more of a chance to play for them.

  • Air drop duration increased from 10 >>> 60s

Client
Custom Games
  • You can now set a password for listed games

  • Hunters can now be disabled in Custom Games

  • Items can now be disabled in Custom Games

  • Removing team name and color from loading screen to prevent metagaming

Missions
  • Most missions should now progress in all modes by default

  • There are still some daily/weekly missions that are BR-specific, but we’ll be updating these over time

Bugfixes
  • Nyx’s Reap (Q) now scales with Ability Haste

  • Nyx’s Phantom Lunge (Shift) Charge CD no longer gets reset on cast

  • Nyx’s Phantom Lunge (Shift) no longer has its momentum stopped by opposing forces

  • Magnetic Vacuum begins sucking after 0.5s, so that mashing input is no longer optimal

  • Painkiller Charm no longer double dips when applying its Damage Reduction

    • (previously, the damage over time it’d apply to you was ALSO reduced by the passive Damage Reduction it granted)

Cinderia - 雀之泪

【更新】

  • 更新了新的对话UI

  • 调整了冰霜之环的特效大小使其与碰撞保持一致

  • 现在助战的NPC在战斗结束后会在远离陷阱的位置休息

【bug修复】

  • 修复了手柄改键功能无法正常使用的问题

  • 修复了具有寒光折射时,完美格挡伤害异常的问题

  • 修复了部分技能在攻速超过一定阈值后会丢失伤害的问题

  • 修复了存钱罐升级不生效的问题

  • 修复了透心凉斩杀血量异常的问题

  • 修复了扩散不对加农炮台生效的问题

  • 修复了复活期间没有全程免疫伤害的问题

  • 修复了侵蚀动画期间,不会闭眼的问题

  • 修复了在主动技能全满的时候选魔卡会短暂出现一个二选一画面的问题

A Night With Neil - homer lisa maggie bart
Well, hey everyone!

I suppose most people over here wouldn't know, but I've been working on a Ren'Py remake of A Night With Neil for a while now. A good long while - over a year even. Been a lot of betas and tweaks, but I'm proud to finally release the full version.

Of course, remaking the whole game led to a pretty heavy edit of the scenes themselves. But mostly here is the over 100 new renders and 80+ animations that have been added through the Ren'Py engine, completely transforming every scene and making it a complete audiovisual adventure.

I really hope everyone enjoys this new update. I've put a lot of work into it. ːblueteamː

-Neil

(oh yeah, you should probably follow me on places so this doesn't jumpscare ya again. check out https://neildeer.com)

5:23pm
Transport Legion - 喜人一个
1. Adjusted certain text and descriptions.
2. Optimized the reminder algorithm for the Little Angel.
3. Tooltips now display unlock conditions when hovering over locked Clan and difficulty buttons.
Heroic Kingdom: Origins - LS_Duffmaster
Fixes:
  • Fixed an issue where poison tick damage would never tick after bosses were phasing that cleared dots.
  • Fixed an issue where the teleport location for collapsed tunnel was inside of a tree.
Nautikin Adventures - Revmatek
Changes
  • Added a setting to turn off the on-screen keyboard for the Steam Deck when using a physical keyboard
  • Added some additional error logging for snapping containers when loading save files
  • Fixed a bug where containers secured to the map could potentially save in the wrong location after being loaded once.
  • Fixed a bug where containers secured to the map could be inaccurately saved
  • Fixed a bug where containers may not secure properly when loaded far away
  • Fixed a potential issue with initializing saved containers in the wrong order
  • Fixed some shadows for various wearable items
  • Fixed a bug where accessing inventories would not stop if the inventory was destroyed while open
  • Fixed a bug where accessing inventories would not stop if the inventory was far away
  • Fixed some floating terrain at Desertum
  • Moved delivery area at Alta slightly to avoid rock collisions with larger deliveries
  • Removed redundant down camera perspective from cranes
  • Updated tooltip for rotation interval setting to include degrees
  • Updated aircraft carrier door part to include a movement config for child parts
  • Improved mouse precision for adjustments in build mode
  • Performance improvements for offscreen islands
  • Performance improvements for ocean on Steam Deck
Notes
If you had containers that were saved secured to the map and they are stacked / misaligned you will likely have to unsecure them and resecure them before they will save properly.

This build has some build mode improvements from some ideas I came up with while working on my new game engine.

I have added some hardcoded performance settings for target hardware on the Steam Deck, these settings are not adjustable through the UI because changing them has consequences beyond appearance such as physics or gameplay consistency, not just performance.
Noble Legacy - [369] Will
Wildlands Update v0.1.56257 is here — and Noble Legacy just took a massive leap forward.

This update brings the world to life with roaming wildlife (bears, boars, wolves and rabbits), introduces the Hunter’s Lodge and the new Hunter class, overhauls combat with stamina, parrying, charged heavy attacks and timing-based perfect shots, and expands Kingdom Mode with new villages, cliffs, lakes and natural points of interest.

We’ve also launched our first Co-Op Multiplayer Alpha, added new defensive walls and guard towers, introduced the new Campaign Scenario “Heart of Gold”, and laid the foundation for future Survival Mode systems. Kingdom naming and character slots are now supported as well.

Your world — your people — your legacy.
Experience the next chapter.

New Features Spotlight
Wildlife Integration

The world of Noble Legacy now teems with life — Bears, Boars, Wolves, and Rabbits roam the wilderness.Each creature has distinct behaviors, animations, and sound design. Some are timid, others territorial, and each now reacts dynamically to the player and environment. Wildlife now drops standardized resources like carcass and pelts, to be refined for crafting.

Tools System Overhaul

A complete overhaul of the tool system introduces management, progression, and maintenance:

  • Dedicated Tool Slots for players and villagers.

  • Tool Racks in buildings to store and distribute tools for specific jobs.

  • Blacksmiths craft and maintain tools for other professions.

  • Tool Tiers (such as Wrought Iron) unlock advanced resource interaction.

  • Updated Hotbar and UI for intuitive tool selection and swapping.

Combat Overhaul

Combat has been rebuilt to feel more deliberate, skill-based, and rewarding.

  • Added a Stamina System visible in the HUD.

  • New Parry, Heavy Attack Charge, and Perfect Shot systems.

  • Introduced Dodging and Shield Blocking mechanics tied to stamina.

  • Improved animation blending, timing feedback, and hit reactions.

  • Reworked damage values and added new combat sounds for clarity.

New Buildings & Hunter Profession

Expand your village’s production and defense capabilities with new structures and job systems:

  • Hunter’s Lodge allows villagers to hunt wildlife using the new tool system.

  • Added Guard Tower for early defensive roles.

  • Added Cobblestone Roads for improved settlement design.

  • Tool Racks integrated into job buildings for seamless worker upkeep.

New Scenario – “Heart of Gold”

A brand-new cinematic questline, Abigail’s “The Brigand’s Daughter,” expands the story of Noble Legacy.

  • Fully voiced and lip-synced dialogue for Abigail, Elspeth, Josephine, and the player.

  • New recruit and job integration tied into quest progress.

  • Improved pacing, camera work, and cutscene flow.

  • Fixed prior blockers and event misfires for a complete experience.

Defensive Structures

Fortify your village with modular, upgradeable defenses:

  • Defensive Walls, Towers, and Portcullis Gates can now be built using a new spline-based system.

  • Walls support curvature, modular connections, and cost scaling based on length.

  • Tower tops dynamically adjust when connected to other structures.

Kingdom Mode Expansion

The Greenwood region has been expanded into a living world of exploration and scale:

  • Added Static NPC Villages, Cliffs, Lakes, and Natural Points of Interest.

  • Introduced Castle Variants for different regions.

  • Overhauled terrain painting, lighting, and biome blending for realism.

  • Optimized level streaming and visual fidelity across the map.

Multiplayer Alpha

Noble Legacy’s first Co-Op Multiplayer Alpha is live.

  • Build, explore, and manage your village with friends.

  • Supports synchronized construction, AI, and combat.

  • Enabled Epic Online Services for cross-platform session and connection support.

Preparation for Survival Mode

Core systems are now in place for the upcoming Survival Mode:

  • Added stamina and environmental persistence frameworks.

  • Prepared systems for hunger, fatigue, and progression mechanics.

  • Integrated groundwork for resource survival loops in future updates.

Kingdom Naming & Character Slots

The start of your Noble Legacy is now yours to define.

  • Name your Kingdoms during world creation.

  • Manage multiple characters and saves within the same realm.

  • Reworked main menu and startup flow to support expanded save management.


Full Patch Notes
Villager AI
  • Added Hunter Villager Job — villagers can now track and hunt wildlife.

  • Improved decision-making between work, combat, and retreat behaviors.

  • AI now reacts intelligently to player actions and nearby threats.

  • Fixed pathfinding inconsistencies and improved animation transitions.

Buildings & Construction
  • Added Defensive Walls, Gates, and Towers for fortifying your settlements.

  • Introduced Cobblestone Roads for improved town layout and aesthetics.

  • Added Hunter’s Lodge and Guard Tower as new functional buildings.

  • Improved building grid snapping, spline precision, and cost scaling.

  • Integrated Tool Racks into job structures for worker automation.

Art & Environment
  • Major environment overhaul across the Greenwood region.

  • Added cliffs, ponds, new ore types, and biome transitions.

  • Introduced new static villages and natural POIs.

  • Updated lighting, water materials, and sky reflections.

  • Added signage, fountains, and decorative elements to towns.

  • Optimized assets and reduced unnecessary texture sizes.

  • Rebuilt HLODs and improved performance for large-scale scenes.

Quests & Narrative
  • Implemented full “Heart of Gold” scenario with complete VO and cinematics.

  • Updated quest triggers, dialogues, and event timing for smoother flow.

  • Added recruit mechanics and custom tables linked to quest progression.

  • Fixed text, camera, and dialogue alignment issues.

  • Improved scenario transitions between campaign stages.

Combat & Wildlife
  • Added Combat Stamina, Parry, and Perfect Shot mechanics.

  • Introduced Heavy Attack Charge and Dodge for tactical play.

  • Improved responsiveness of blocks, hits, and parries.

  • Rebalanced AI for wildlife combat — Bears, Boars, Wolves, and Rabbits now have readable attack patterns.

  • Adjusted enemy health and aggression levels.

  • Enhanced combat visuals, particle effects, and ambient sounds.

Tools & Economy
  • Introduced Tool Racks and Tool Slot Management for all professions.

  • Added Tool Tiers for resource interaction requirements.

  • Blacksmiths maintain tool supply for job buildings.

  • Reworked economy systems to support tier-based progression.

  • Updated crafting balance and resource dependencies.


User Interface & Menus
  • Overhauled Main Menu, Character Creation, and Save System.

  • Added Kingdom Naming and Character Slots.

  • Unified Save Data between characters and kingdoms.

  • Redesigned Hotbar System with improved persistence and multiplayer sync.

  • Updated Character Management UI, hover text, and sound feedback.

  • Refined tutorial flow and user onboarding.

Multiplayer
  • Introduced Public Co-Op Alpha with building, AI, and combat synchronization.

  • Enabled Epic Online Services for connection handling.

Performance & Stability
  • Implement HLODs and optimized streaming performance.

  • Reduced memory footprint from high-resolution textures.

  • Cleaned redundant logs and improved load stability.

  • Adjusted physics and collision for animals and interactive props.

Striatum Playtest - compactqualia
Attention All Striatum Gamers:

I am so happy to be releasing this update today which introduces 3 features I've wanted to implement for a long time. There's also plenty of other little changes from Miss Des and I.

We do want to let you know we are currently aware of an issue effecting control on steam deck for at least some users. More research is needed to correct this.

Please see below for detailed update notes, and as always, thank you so much for playing our game!

- Mia Malaise

UPDATE NOTES:

FEATURE UPDATE

Settings are now saved and will be set from the game data file on next launch of the game

FEATURE UPDATE

Right analog stick can now control the mouse cursor.

We are in process of slowly adding confirmation action support (Bottom action button on most controllers)

The confirm button currently works on:

title screen

inspection screen

inventory screen

results screen

doors and items in the world

most of the options screen

FEATURE UPDATE

Back button added to results screen. After the ending sequence has completed you can now click back and forth between the ending screens to review what you achieved in your run.

Other Updates

CONTENT UPDATE - A certain ending event's unlock conditions were made more sensible

CONTENT UPDATE - Spare key is no longer a key item, but is still an item that is a key

CONTENT UPDATE - Main quest task tracker description now accurately reflects the quest

CONTENT UPDATE - New items - TV Remote and Chocolate Bar

CONTENT UPDATE - Updated fish tank model

UI UPDATE - Formatting fix in toolbox description

UI UPDATE - Inventory screen - Updated exit inventory and drop buttons to theme

BUG FIX - Message queue was sometimes holding messages from last playthrough

Fun Fact of the Day:

The world record for the most potatoes carried between the knees in 3 minutes is 45. I wonder how many potatoes someone can carry in our game?

Fractured Library - Raguthra Studios

We're getting so close to our goal, in the home stretch now with 1 week and 22% left to raise! 

There's still time to help us make this a reality!

I'm not going to lie, this month has been such a rollercoaster of emotions. From the initial high of reaching 50% in the first week, to the slow climb from there, and now to reach a brief pause in momentum before the well-known end push.

I'd like to reiterate that this project will go ahead regardless of the result from this, especially now, having seen the immense amount of support we've received in such a short amount of time. 

It's incredibly heartening to see how many people are looking for a cozy, story-driven game that combines emotional stories with our signature Raguthra humour.

For those who have played the demo, I've published a little extra lore over on our website. Elliot's lost journal pages have been found, and a little more has been discovered about his mysteriously long journey to the Library. 

Read Elliot's journal - It's ok he doesn't mind.

As always, THANK YOU for being a part of this in any capacity, whether it's as a backer or sharing our campaign with others- it means more than you could possibly know! 

Striatum Playtest - compactqualia
Hello and thank you so much to our private playtest players!

We hope you've been enjoying Striatum! Your feedback over these first few days has already been incredibly helpful as we head towards full release of Striatum. We've taken the last week to work on several major issues we discovered, as well as add a tiny bit more content. Please see below for more details, and please feel free to report any bugs, or any related thoughts and feedback.

UPDATE NOTES:
  • bugfix - profiles were not updating when returning to the title screen post game

  • bugfix - player messages were sometimes appearing on title screen after the end of the game

  • update - Profile info on title screen now updates post-game when returning to the title screen

  • update - UI theme polish in multiple areas

  • update - Sliding scrollbar UI mouse click area increased

  • update - New in game decorations

  • update - reduced time to allow access to ui, movement, and phone post opening cut scene

  • update - minor graphical behavior changes

Thank you again, and thank you for continuing the party!

- Mia Malaise

...

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