Tomb Raider IV-VI Remastered - aspyrmatt

We’ve released a new update that includes bug fixes, crash improvements, and a variety of visual and localization updates across all three games. 

Full Changelist Below:

*Now Available*

Golden Pistols 

  1. Scroll toward the Join the Society of Raiders page from the game select screen (past Angel of Darkness screen).

  2. Click on the Register button to generate the QR code.

Scan the QR code to be brought over to the https://tombraider.com registration page.  Register on the page

  1. Once registration is complete, a "Success!" screen will appear.

  2. Enter either TR 4 or TR 5.

  3. Once in the game, go to the Sunglass menu -> Outfit to toggle the Golden Pistols on or off.

Notes:

Users must register on https://tombraider.com before the pistols are unlocked.

  • Golden Pistols are not available in TR 6.

Tomb Raider 4
Bug Fixes & Improvements
Stability
  • Fixed a softlock that could occur in New Game Plus if Lara gets on a specific wall before Von Croy reaches it.

  • Addressed low FPS issues on the NX platform across several levels.

Graphics & Visuals

  • Lighting & Textures:

    • Resolved issues with flickering black shadows and dark artifacts appearing on geometry in various levels, including The Lost Library and The Mastabas.

    • Corrected multiple instances of Z-fighting on textures throughout the game, including on stairs, fences, chairs, and elevator floors.

    • The room darkening effect is no longer missing in HD mode in the Hall of Demetrius.

    • The red hue in HD FMVs is no longer oversaturated.

    • Addressed issues where parts of the train car and environment were missing in HD mode.

  • VFX & Reflections:

    • Corrected an issue where lens flare VFX was visible in rooms without a skybox in Coastal Ruins.

    • Fixed issues where additional vegetation was disappearing based on camera angle in The Race for the Iris.

    • The underwater surface of the frozen pool is now correctly displayed as frozen in HD in the City of the Dead.

    • The skybox is now correctly visible through the hole in the ceiling in Angkor Wat and no longer visible through hieroglyph tiles in Underneath the Sphinx.

  • Character Models & Animations:

    • Fixed clipping issues with elements of Von Croy's outfit during movements.

    • The motorbike lens is no longer rendered over Lara's model when she stands close to it.

    • Corrected the HD mesh that didn't correspond to the SD mesh after a flipmap was triggered in Inside the Great Pyramid.

  • Environment:

    • The gate to the room with the Canopic jar no longer falls through the wall when opened in the Temple of Karnak.

    • Fixed a gap that was present between the trapdoor and room geometry in the Temple of Horus.

    • Destructible objects in HD mode now correctly match their SD counterparts in the Desert Railroad and Temple of Poseidon.

    • A loading screen that was missing parts of the environment has been fixed.

    • The Pharos, Temple of Isis level on the NX platform now correctly features fish.

Gameplay
  • Controls & Mechanics:

    • The Camera Target function in Modern Controls now works correctly after Lara uses switches and levers in The Tomb of Seth, Burial Chambers, Desert Railroad, and Temple of Karnak.

    • Corrected an issue where a swinging blade in Inside Menkaure's Pyramid was not dealing damage.

  • Audio:

    • The crossbow now has correct drawing and holstering sound effects.

Tomb Raider 5
Bug Fixes & Improvements
Stability
  • Fixed an issue that caused the title to crash when loading saves from the Red Alert! level on PS4 and PS5.

Graphics & Visuals
  • Lighting & VFX:

    • Fixed flickering lights in the Swampy and Monk cutscenes.

    • The lighting VFX from the Extreme Depth Suit no longer flickers in Deepsea Dive.

    • Resolved an issue where the signal light from the claw would go through the environment in The Base.

  • Character Models & Animations:

    • Lara's hair will no longer clip with the Deep Dive outfit when changing outfits in Photo Mode.

    • A gap in young Lara's head is no longer visible during the cutscene at the beginning of the Old Mill level.

    • Lara is no longer rendered over the water surface in the cutscene at the end of Deepsea Dive.

  • Textures & Geometry:

    • Fixed Z-fighting in the Sinking Submarine level.

    • The skybox is no longer visible through geometry in Trajan's Markets.

    • Resolved an issue where destructible objects in HD mode were different from those in SD mode in Escape with the Iris.

    • Larson's dynamic shadow no longer duplicates on the geometry below him in The Streets of Rome.

    • Computer screen textures for the disabled Metal Detector and X-ray now correctly show that they are inactive.

Gameplay
  • Inventory & Items:

    • Lara can no longer get two Teleporter Disks by crouching and pressing the action button next to the case in Escape with the Iris.

    • Corrected the name of the Desert Eagle to "Revolver" in Photo Mode.

    • The headset models now match between the inventory and gameplay.

    • The HK gun is now correctly displayed when Lara goes through the X-Ray on Escape with the Iris in HD mode.

  • General:

    • The defeated claw operator will no longer respawn after being triggered a second time in The Base.

    • Lara's health bar no longer flickers when she enters gas chambers in Red Alert!

    • The Camera Target function in Modern Controls now works correctly when using the Monitor Screen in Escape with the Iris.

Tomb Raider 6
Bug Fixes & Improvements
Stability
  • Addressed multiple issues that caused the game to crash, including:

    • Crashes that could occur after a cutscene in Galleries Under Siege.

    • Crashes that could happen when exiting the game from The Vault of Trophies.

    • Fixed crashes that occurred when Lara was killed by Cabal Commandos in Galleries Under Siege while in HD mode.

    • Resolved a crash that could happen after changing outfits in Photo Mode during a boss fight in Eckhardt's Lab.

    • Fixed various one-time crashes that could occur during level transitions, such as from PRAGUE4 to PRAGUE4A and between zones in The Sanitarium and Louvre Galleries.

    • Addressed a soft lock that could occur after entering and exiting an elevator in the Derelict Apartment Block.

    • Fixed a soft lock that could happen if Karel killed Lara while she was falling in Eckhardt's Lab.

Graphics & Visuals
  • Photo Mode:

    • The Photo Mode selector is no longer hidden after switching between tabs.

    • Boran X will no longer disappear from Kurtis' holster after entering Photo Mode with Chirugai drawn.

  • Reflections & Textures:

    • Addressed an issue where planar reflections were missing on shipping builds.

    • Water textures are no longer broken in Neptune's Hall.

    • Floor textures in Aquatic Research Area are no longer broken in HD mode.

    • Addressed issues with textures disappearing based on camera angle in various levels, including Parisian Back Streets and The Hall Of Seasons.

    • The water surface will no longer disappear when the camera angle changes, both above and below the water.

    • Fixed a noticeable change in the water surface in the Aqua Research Area.

  • Character Models & Animations:

    • Resolved several issues with Lara's braid and hair strands, which were distorted or stretching, especially with the Beta outfit.

    • Fixed gaps in Lara's Beta outfit.

    • Addressed clipping issues with Lara's jacket in the Beta TR6 outfit, Karel's coat, and a doctor's lab coat.

    • Lara will no longer get stuck in a free-fall position after jumping on barrels in The Strahov Fortress.

    • Fixed an issue where Lara could fall through the hatch in The Monstrum Crimescene.

    • Character models will no longer have visible seams in cutscenes, including Marten Gunderson, Pieter Van Eckhardt, Luddick the journalist, and Joachim Karel.

    • Sleeper Nephilim's HD model position is now correct, and the bands are no longer missing.

    • Cleaner's guns no longer clip with their holsters.

    • The muzzle flash is now correctly aligned with the Cabal Commando's gun.

    • Fixed an issue where SD models of dead Strahov soldiers were displayed in HD mode.

    • The Boxer model in St. Aicard's Church is no longer distorted.

    • Fixed an issue where Lara could remain in the air after a specific save load on Eckhardt's Lab.

    • Addressed an issue where Lara could get stuck in geometry while climbing walls in The Strahov Fortress.

    • Lara will no longer draw a weapon after skipping cinematics.

Audio & Sound
  • General Audio:

    • Resolved an issue where ambient SFX sometimes wouldn't play.

    • Fixed a bug where the sound of rain could disappear after saving and reloading.

    • Addressed several missing sound effects in cutscenes and other in-game events.

    • Pushing/pulling objects SFX are no longer looped.

  • Localization & Voice-Overs:

    • Some voice-overs that were missing on the Steam build have been restored.

    • Fixed issues where various voice-overs and voicelines were too quiet, particularly in the Brazilian Portuguese localization.

    • English audio is now played in cutscenes with restored lines, even if localizations are without VO.

    • A specific voiceline from Dr. Muller no longer plays at high speed in the Brazilian Portuguese localization.

  • Lip Sync:

    • Lip sync is now working for Lara's Beta Outfit.

UI & UX
  • Controls: 

    • The highlight position in the Controls menu will now reset to "Restore Defaults" after reopening the menu.

  • Healthbar & HUD:

    • Fixed an issue where the Healthbar wasn't showing when Lara's breathing was decreasing with the "Auto" setting.

    • Resolved an issue where several icons were missing when the Healthbar setting was "Auto."

    • The Healthbar, Auto, and Always On inscriptions are now translated to all supported languages.

    • Damage dealt to Brother Obscura is now initially displayed on his health bar in NG+.

    • The 'Use' button no longer overlaps the frame in the Inventory's Health/Items page in Russian localization.

    • The equip button is now highlighted by default in the Combine menu.

  • Other UI:

    • Fixed button prompts that weren't centered to their naming in Options.

    • Action indicator is no longer displayed near a specific lever on the level The Serpent Rouge on Pierre's route.

Gameplay
  • General:

    • Kurtis no longer performs extra actions after defeating Boaz in phase 1.

    • The incubation tanks now correctly save their condition after loading a save.

    • The passports on the shop counter no longer look too dark.

    • Turrets no longer start firing when Lara jumps in The Strahov Fortress.

    • Exploded gas cylinders no longer reappear after loading a save in The Sanitarium.

  • Level Specific:

    • Louvre Guard's AI will no longer be disrupted in Louvre Galleries.

    • The second part of the sewerage is now properly loaded in The Monstrum Crimescene.

    • Lara can now climb the pipe a second time without having to return to the ground.

    • Lara can no longer hang in the air without grabbing anything in Wrath Of The Beast.

    • The camera no longer goes beyond the level's geometry if Lara is too close to the ceiling in The Vault of Trophies.

  • Statistics:

    • Statistics are no longer reset after returning to The Archaeological Dig.

    • Pickup statistics are now correctly divided for Pierre's and Bernard's ways in Café Metro.

Love, Ghostie - janbehchanbeh

It's been 1 year since Love, Ghostie launched on Steam! Time flies, I can hardly believe it!

To celebrate, Love, Ghostie is currently 30% off AND we're running a special discount on our merch shop from now until August 28th! Use discount code HAPPY1YEAR to get 20% off your ENTIRE order! Visit the shop here: https://shop.janbehgames.com/ (US shipping only!)

Here's some of what you can find in our merch shop:

In case you haven't already, please consider leaving a review for Love, Ghostie! Reviews help out small indie developers a lot, and we're close to hitting overwhelmingly positive! We love reading your reviews and are SO happy to see so many of you enjoy our cute, silly game.

Thanks for all the love and support!

Jennifer + Love, Ghostie team

Tomb Raider I-III Remastered Starring Lara Croft - AspyrAmalh
We’ve released a new update that includes bug fixes, crash improvements, and a variety of visual and localization updates across all three games.
Full Changelist Below:

*Now Available*

Golden Pistols
Scroll toward the Join the Society of Raiders page from the game select screen (past Angel of Darkness screen).
Click on the Register button to generate the QR code.
Scan the QR code to be brought over to the tombraider.com registration page. Register on the page
Once registration is complete, a "Success!" screen will appear.
Enter either TR 4 or TR 5.
Once in the game, go to the Sunglass menu -> Outfit to toggle the Golden Pistols on or off.

Notes:
Users must register on tombraider.com before the pistols are unlocked.
Golden Pistols are not available in TR 6.

Tomb Raider 4
Bug Fixes & Improvements
Stability
Fixed a softlock that could occur in New Game Plus if Lara gets on a specific wall before Von Croy reaches it.
Addressed low FPS issues on the NX platform across several levels.
Graphics & Visuals
Lighting & Textures:
Resolved issues with flickering black shadows and dark artifacts appearing on geometry in various levels, including The Lost Library and The Mastabas.
Corrected multiple instances of Z-fighting on textures throughout the game, including on stairs, fences, chairs, and elevator floors.
The room darkening effect is no longer missing in HD mode in the Hall of Demetrius.
The red hue in HD FMVs is no longer oversaturated.
Addressed issues where parts of the train car and environment were missing in HD mode.
VFX & Reflections:
Corrected an issue where lens flare VFX was visible in rooms without a skybox in Coastal Ruins.
Fixed issues where additional vegetation was disappearing based on camera angle in The Race for the Iris.
The underwater surface of the frozen pool is now correctly displayed as frozen in HD in the City of the Dead.
The skybox is now correctly visible through the hole in the ceiling in Angkor Wat and no longer visible through hieroglyph tiles in Underneath the Sphinx.
Character Models & Animations:
Fixed clipping issues with elements of Von Croy's outfit during movements.
The motorbike lens is no longer rendered over Lara's model when she stands close to it.
Corrected the HD mesh that didn't correspond to the SD mesh after a flipmap was triggered in Inside the Great Pyramid.
Environment:
The gate to the room with the Canopic jar no longer falls through the wall when opened in the Temple of Karnak.
Fixed a gap that was present between the trapdoor and room geometry in the Temple of Horus.
Destructible objects in HD mode now correctly match their SD counterparts in the Desert Railroad and Temple of Poseidon.
A loading screen that was missing parts of the environment has been fixed.
The Pharos, Temple of Isis level on the NX platform now correctly features fish.
Gameplay
Controls & Mechanics:
The Camera Target function in Modern Controls now works correctly after Lara uses switches and levers in The Tomb of Seth, Burial Chambers, Desert Railroad, and Temple of Karnak.
Corrected an issue where a swinging blade in Inside Menkaure's Pyramid was not dealing damage.
Audio:
The crossbow now has correct drawing and holstering sound effects.

Tomb Raider 5
Bug Fixes & Improvements
Stability
Fixed an issue that caused the title to crash when loading saves from the Red Alert! level on PS4 and PS5.
Graphics & Visuals
Lighting & VFX:
Fixed flickering lights in the Swampy and Monk cutscenes.
The lighting VFX from the Extreme Depth Suit no longer flickers in Deepsea Dive.
Resolved an issue where the signal light from the claw would go through the environment in The Base.
Character Models & Animations:
Lara's hair will no longer clip with the Deep Dive outfit when changing outfits in Photo Mode.
A gap in young Lara's head is no longer visible during the cutscene at the beginning of the Old Mill level.
Lara is no longer rendered over the water surface in the cutscene at the end of Deepsea Dive.
Textures & Geometry:
Fixed Z-fighting in the Sinking Submarine level.
The skybox is no longer visible through geometry in Trajan's Markets.
Resolved an issue where destructible objects in HD mode were different from those in SD mode in Escape with the Iris.
Larson's dynamic shadow no longer duplicates on the geometry below him in The Streets of Rome.
Computer screen textures for the disabled Metal Detector and X-ray now correctly show that they are inactive.
Gameplay
Inventory & Items:
Lara can no longer get two Teleporter Disks by crouching and pressing the action button next to the case in Escape with the Iris.
Corrected the name of the Desert Eagle to "Revolver" in Photo Mode.
The headset models now match between the inventory and gameplay.
The HK gun is now correctly displayed when Lara goes through the X-Ray on Escape with the Iris in HD mode.
General:
The defeated claw operator will no longer respawn after being triggered a second time in The Base.
Lara's health bar no longer flickers when she enters gas chambers in Red Alert!
The Camera Target function in Modern Controls now works correctly when using the Monitor Screen in Escape with the Iris.

Tomb Raider 6
Bug Fixes & Improvements
Stability
Addressed multiple issues that caused the game to crash, including:
Crashes that could occur after a cutscene in Galleries Under Siege.
Crashes that could happen when exiting the game from The Vault of Trophies.
Fixed crashes that occurred when Lara was killed by Cabal Commandos in Galleries Under Siege while in HD mode.
Resolved a crash that could happen after changing outfits in Photo Mode during a boss fight in Eckhardt's Lab.
Fixed various one-time crashes that could occur during level transitions, such as from PRAGUE4 to PRAGUE4A and between zones in The Sanitarium and Louvre Galleries.
Addressed a soft lock that could occur after entering and exiting an elevator in the Derelict Apartment Block.
Fixed a soft lock that could happen if Karel killed Lara while she was falling in Eckhardt's Lab.
Graphics & Visuals
Photo Mode:
The Photo Mode selector is no longer hidden after switching between tabs.
Boran X will no longer disappear from Kurtis' holster after entering Photo Mode with Chirugai drawn.
Reflections & Textures:
Addressed an issue where planar reflections were missing on shipping builds.
Water textures are no longer broken in Neptune's Hall.
Floor textures in Aquatic Research Area are no longer broken in HD mode.
Addressed issues with textures disappearing based on camera angle in various levels, including Parisian Back Streets and The Hall Of Seasons.
The water surface will no longer disappear when the camera angle changes, both above and below the water.
Fixed a noticeable change in the water surface in the Aqua Research Area.
Character Models & Animations:
Resolved several issues with Lara's braid and hair strands, which were distorted or stretching, especially with the Beta outfit.
Fixed gaps in Lara's Beta outfit.
Addressed clipping issues with Lara's jacket in the Beta TR6 outfit, Karel's coat, and a doctor's lab coat.
Lara will no longer get stuck in a free-fall position after jumping on barrels in The Strahov Fortress.
Fixed an issue where Lara could fall through the hatch in The Monstrum Crimescene.
Character models will no longer have visible seams in cutscenes, including Marten Gunderson, Pieter Van Eckhardt, Luddick the journalist, and Joachim Karel.
Sleeper Nephilim's HD model position is now correct, and the bands are no longer missing.
Cleaner's guns no longer clip with their holsters.
The muzzle flash is now correctly aligned with the Cabal Commando's gun.
Fixed an issue where SD models of dead Strahov soldiers were displayed in HD mode.
The Boxer model in St. Aicard's Church is no longer distorted.
Fixed an issue where Lara could remain in the air after a specific save load on Eckhardt's Lab.
Addressed an issue where Lara could get stuck in geometry while climbing walls in The Strahov Fortress.
Lara will no longer draw a weapon after skipping cinematics.
Audio & Sound
General Audio:
Resolved an issue where ambient SFX sometimes wouldn't play.
Fixed a bug where the sound of rain could disappear after saving and reloading.
Addressed several missing sound effects in cutscenes and other in-game events.
Pushing/pulling objects SFX are no longer looped.
Localization & Voice-Overs:
Some voice-overs that were missing on the Steam build have been restored.
Fixed issues where various voice-overs and voicelines were too quiet, particularly in the Brazilian Portuguese localization.
English audio is now played in cutscenes with restored lines, even if localizations are without VO.
A specific voiceline from Dr. Muller no longer plays at high speed in the Brazilian Portuguese localization.
Lip Sync:
Lip sync is now working for Lara's Beta Outfit.
UI & UX
Controls:
The highlight position in the Controls menu will now reset to "Restore Defaults" after reopening the menu.
Healthbar & HUD:
Fixed an issue where the Healthbar wasn't showing when Lara's breathing was decreasing with the "Auto" setting.
Resolved an issue where several icons were missing when the Healthbar setting was "Auto."
The Healthbar, Auto, and Always On inscriptions are now translated to all supported languages.
Damage dealt to Brother Obscura is now initially displayed on his health bar in NG+.
The 'Use' button no longer overlaps the frame in the Inventory's Health/Items page in Russian localization.
The equip button is now highlighted by default in the Combine menu.
Other UI:
Fixed button prompts that weren't centered to their naming in Options.
Action indicator is no longer displayed near a specific lever on the level The Serpent Rouge on Pierre's route.
Gameplay
General:
Kurtis no longer performs extra actions after defeating Boaz in phase 1.
The incubation tanks now correctly save their condition after loading a save.
The passports on the shop counter no longer look too dark.
Turrets no longer start firing when Lara jumps in The Strahov Fortress.
Exploded gas cylinders no longer reappear after loading a save in The Sanitarium.
Level Specific:
Louvre Guard's AI will no longer be disrupted in Louvre Galleries.
The second part of the sewerage is now properly loaded in The Monstrum Crimescene.
Lara can now climb the pipe a second time without having to return to the ground.
Lara can no longer hang in the air without grabbing anything in Wrath Of The Beast.
The camera no longer goes beyond the level's geometry if Lara is too close to the ceiling in The Vault of Trophies.
Statistics:
Statistics are no longer reset after returning to The Archaeological Dig.
Pickup statistics are now correctly divided for Pierre's and Bernard's ways in Café Metro.





FEMBOY FUTA HOUSE - Al3rmo

https://store.steampowered.com/app/3257270/Haunted_by_Femboy/

JOIN DISCORD IF YOU LOVE FEMBOYS

Today we want to introduce you to our friends in the genre, with whom we share a love of cheerful madness, spicy plots, and, of course, cute femboys. Meet Haunted by Femboy!

In Haunted by Femboy, you unexpectedly inherit a mysterious mansion from your estranged father. While exploring your new home, you discover an ancient cursed book called the "Bussy-Nomicon" and accidentally summon Quinn, a flirtatious ghost femboy who's been trapped in the book for a millennium.

Now bound together for life, can you uncover the secrets of your father's mansion while dealing with your spooky new companion?

Add Haunted by Femboy to your wish list and to stay up to date with all the news and find like-minded people with similar interests, check out their Discord server.

JOIN DISCORD IF YOU LOVE FEMBOYS

Softboi Games is also developing My Femboy Roommate: Special Weekend, a sequel to the hit game “My Femboy Roommate”

SOFTBOIGAMES SITE

https://store.steampowered.com/app/3367820/My_Femboy_Roommate_Special_Weekend/Add them to your wish list so you don't miss any releases!
无尽的冒险 - 水月
1.冒险者等级上限提升至10万级
2.[无尽的冒险]开放10万级
3.[训练]开放10万级
4.更换了[防御戒指]图标
5.优化了数值显示
6.调整了不同等级怪物的金币、经验掉落
7.调整了升级所需的经验以及训练所需的金币
Force Reboot - ln404
Hi! Here's update log!

  • Added 6 new tracks by KNOWETSKI & fjordlines?
  • Faster doors animations
  • Lowered explosion sound
  • Slightly changed hitboxes
  • Changed main menu music
  • Possible fix for gun dissapearing bug (?) - I'm not sure about that!
Thank you for playing Force Reboot!
DeadWire - Korpz

> \[NDL_LINK INTERFACE v0.1.9]

> jackin:/ghostwire<.node/WIRE.ndl

> Access… Granted.

Lots of activity over the last few weeks as we build up to launch mode. 

We’ve been working on game promotion and on Saturday the 16th of August, Deadwire will feature on Zeke from Dropped Frames’ Twitch stream starting at 1pm EST, 6pm BST, 7pm CET. This may also involve a quick chat with yours truly. Regardless it will be a fun watch as Zeke is an excellent gamer and I’m keen to see how he fairs against Deadwire.

A link to his Twitch channel is found here https://www.twitch.tv/ezekiel_iii

With the core aspects of the game in what I considered a release candidate state, it was time for the often overlooked and always feared aspect of game development - Quality Assurance. I’ve been working with the excellent team at Universally Speaking to hack, re-factor, find and fix all the bugs in the game. No software is ever perfect the first time out and the process of problem finding, reproducing and then fixing can be arduous but it’s always rewarding. From this a more robust and slick experience has been formed.

We’ve also been doing a lot of playtesting and tweaking some aspects of the game play and level designs to give a consistent difficulty curve. I’ve always wanted the game to be a challenge, to really test the players skill but I’ve never wanted it to be impenetrable. A lot of the playtesting has identified some spikes and troughs in difficulty, and cracks in the game’s flow. I’ve been working to smooth these out and the result is a more flowing and seamless game experience.

I look forward to getting more feedback from you when the game gets into your hands. Not long now.

Shotgun Anaconda https://x.com/shotgunanaconda

> https://jackin:/ghostwire.node/WIRE.ndl -- end

Lost Ark - timmyopa

We caught up with Smilegate RPG for more insight into the Valkyrie class before she slashes through Arkesia on August 20.

The Valkyrie class is easy to pick up, but flexible in how players can showcase their skill. This flexibility extends to its ability to switch between damage dealer and support. From skills and combat animations to skins and class design, Valkyrie faithfully delivers the essence of a holy warrior, making her highly appealing to those who value immersive character visuals.

Q: The Valkyrie brings a fresh take on the holy warrior archetype to Lost Ark. What makes Valkyrie stand out from other classes as well as her male Paladin counterpart?

A: Like the Paladin, Valkyrie uses a one-handed sword and channels her Faith Gauge as a resource. However, her combat design and playstyle introduce distinct differences. The most notable difference lies in her identity system. While the Paladin sustains allies through continuous healing and damage reduction via divine aura, Valkyrie utilizes two identity skills—Release Light (Z) and Light of the Faithful (X)—to offer situational support like offensive buffs or instant recovery.

Another key distinction is her damage-dealing role through the Ark Passive. The Paladin focuses on steady back-attack-based damage, whereas Valkyrie delivers explosive bursts centered around the skill Final Splendor (X). Even though they share the same resource, the flow and feel of battle differ dramatically.

In terms of combat tempo and feel, Valkyrie offers a faster, flashier, and more agile experience than the heavier, grounded playstyle of the Paladin.

Q: Her armor and weapon designs are very distinct. What were the inspirations behind her launch skin visual design?

A: We began the costume design with a focus on conveying the “sanctity” shared by the Paladin and their gender-locked counterpart, the Valkyrie. To express the clean and pure image that sanctity evokes, we drew inspiration from a bride in a white dress walking down the aisle. The off-shoulder design was also influenced by this concept. We chose white and gold, colors commonly used in bridal rings, as the main palette.

The halo, which shines like the glow of the head avatar, further enhances the sense of sacredness. Additionally, to emphasize the keyword “Holy Warrior,” we incorporated armor elements into the costume. However, we avoided overly flashy or extravagant designs that wouldn’t suit a holy warrior, and instead based the design on traditional medieval armor.

Q: The Valkyrie's weapon design, alongside her ability to wield two swords, is quite striking. Can you share why the team opted for two swords instead of a sword and shield?

A: From early development, a key goal was to differentiate Valkyrie's combat actions from those of the Paladin. While the Paladin projects a calm, defensive presence through his use of a one-handed sword and holy book, Valkyrie was designed to deliver a more aggressive and dynamic feel.

To achieve this, Valkyrie was conceptualized to wield multiple sacred relic weapons, depending on the situation. One example is her skill that has her summon and wield a sacred sword alongside her normal sword and briefly engage in dual-blade combat. This symbolizes both her divine power and offensive potential.

Weapons like the sacred shield, spear (used in Hyper Awakening), and sacred banner (used in Hyper Awakening) are featured throughout her skill set. These diverse weapon types create a more immersive and cinematic experience, breaking away from the monotony of single-weapon classes. The visual design of divine energy channeling through her sword also reinforces her core concept.

Q: What makes Valkyrie visually and functionally different in battle, especially as a support?

A: Valkyrie's skills are divided into three categories: Justice, Starlight, and Protection. Each has a distinct theme and purpose.

  • Justice Skills focus on minimal use of divine power, instead relying on refined swordsmanship to present a disciplined and knightly image. Motions like striking and holding posture emphasize composure and control.

  • Starlight Skills allow Valkyrie to summon a sacred sword in her left hand, wielding it like a dual blade, or infusing her one-handed sword with divine energy for powerful strikes. This category enhances her identity as a valiant and symbolic holy warrior.

  • Protection Skills use sacred shields to protect allies or weaken enemies. Some skills include impact animations to strengthen her presence as a defensive class.

Unlike traditional ranged supports that provide stable backing from a distance, Valkyrie is designed to engage more actively in battle. Her hybrid structure shares some skills with the DPS Ark Passive, featuring many aggressive visuals. She dashes toward allies and supports them from close range, offering a more hands-on, proactive support experience compared to other support classes.

Q: Let's talk about sound. What went into designing the Valkyrie's divine audio?

A: To fully capture Valkyrie’s identity as a wielder of a holy sword radiating divine energy, the team centered the sound design around the keyword “sanctity.” Special focus was given to her weapon design and supportive role in combat.

Valkyrie’s skills incorporate a variety of divine weapons, including holy swords, shields, and throwing spears. Although these weapons serve different functions, their sound design was carefully crafted to maintain a cohesive sense of holiness across all skill types. As a support class capable of buffing allies, the team also balanced aggressive, impactful sound effects with softer, uplifting tones that convey the supportive nature of her skills. The goal was to ensure these effects harmonize smoothly.

Above all, the team prioritized preserving the overall atmosphere of the game, while giving Valkyrie a distinct divine presence. Her sound design reinforces her role as a support class while also highlighting her strong and memorable identity.

Special attention was given to Final Splendor, one of Valkyrie’s identity skills. Unlike traditional buff skills, Final Splendor directly impacts her damage output. To reflect its raw power, the skill was designed with a bold, overwhelming sound profile that contrasts sharply with Valkyrie’s sacred appearance—emphasizing strength as much as sanctity.

Striking the right balance between “sanctity” and “might” was a key challenge. The result is a unique audio identity that defines Valkyrie in both form and function.

We can’t wait for players to experience Valkyrie as part of the Rise of the Valkyrie update on August 20.

AOKAKI - Arleand

Amazing news!!
AOKAKI has been officially selected for the Professional Games category at SBGames 2025: the largest academic video game event in Latin America!

In case AOKAKI is chosen as a finalist, our playable demo will be available at the in-person event in Salvador (Bahia, Brazil), from September 30th to October 3rd.

Hopes up! We're very excited!

Follow us at our socials to keep up with more exciting news:

Tri City Monsters - Studio Peaches

Amir Chapter 6 is here and everything's getting laid bare despite Amir's ardent efforts at keeping his secrets secret. New CG, SFX, Achievment, plus additional UI/GUI improvements this time around! Check my pinned post in the community forum for a full update list!

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