STAR WARS™: The Old Republic™ - SWTOR Community Team



Rakghoul Resurgence on Tatooine

Date: July 8 - July 14 (BEGINS AND ENDS AT 12:00PM GMT)
Requirement: Level 25+

The Hyland Organization for Rakghoul Neutralization (T.H.O.R.N.) has issued an official level-2 emergency alert concerning an outbreak of the Rakghoul plague on Tatooine. Quarantines have been put in place to restrict traffic of the plague off-world, but exceptions will be made for individuals with priority clearance.

T.H.O.R.N. is recruiting qualified volunteer emergency responders to travel to affected areas to combat the spread of the Rakghoul plague. More information about the outbreak can be found by checking the News Terminals on the Republic or Imperial Fleet!

T.H.O.R.N. wishes to remind you that plague symptoms can be treated if they are identified in the early stages of infection. Whether or not you have travel plans, please consult your nearest trusted medical supply droid and get vaccinated!

FEATURED REWARDS:

  • Reputation with THORN
  • Merciless Seeker’s Armor Set
  • THORN Epicenter and Dark Vector Armor Sets
  • Outbreak Response Weapons
  • Alliance Contact - Doctor Lokin
  • Infected Varactyl and Infected Dewback Mounts
  • Ferocious Rakghoul Mini-pets
  • …and more!



Nar Shaddaa Nightlife

Date: July 8 - August 19 (BEGINS AND ENDS AT 12:00PM GMT)
Requirement: None!

Test your luck at the exotic Star Cluster and Club Vertica Casinos with the return of the Nar Shaddaa Nightlife event! Rare and extravagant rewards await high-rollers or those touched by Lady Luck. For those of you wanting a change in scenery, the event has broadened its horizons and is also happening on Mek-Sha. New Daily Missions and rewards await all those flushed with credits.

FEATURED REWARDS:

  • Supernova Helmet
  • Kingpin’s and Nightlife Socialite Armor Sets
  • Phrojo Nuray and Gammorean Bodyguard Companions
  • Vectron Magnus and Kingpin's Rancor Mounts
  • Kingpin’s Predator Mount
  • Taxidermy Stronghold Decorations
  • Cartel Market Certificates
  • High Roller Shades
  • Replica C1-4W Mini-pet
  • Kingpin’s Grigna Mount
  • Blast Pad Floor Trap and Frost Floor Trap Stronghold Decorations
  • High Roller Weapons
  • Lucky Pritarr Mount
  • Fiery Grefna Chick
  • Proud Pritarr Cub
  • Shimmering Ginx
  • …and more!

[/list]
Dollar - DollarDev
The Desert Dollar has been released



2 new upgrades have been added

Bubblegum Galaxy - aecanales

Hello interns!

We've already passed the middle of the year, and it's time for a new devlog. We wanted to thank everyone who took the time to try our newest demo last month, we got a lot of awesome feedback with which we've been able to greatly improve the game. That said, let's get into the devlog!

Text follows below.

Office Decoration

Tired of working on a plain desk and having all this empty space?

At the intergalactic Store you can buy decorations and furniture to customize your office space. As you build planets and increase your office reputation you'll unlock new items and obtain bubblegummies, the store's currency.

Combinations

Each item comes in three different color variations, so you can personalize your office in endless ways to match your style,

Mythscroll - seedborne
Major New Feature: The Compendium
  • The Compendium has been made available to provide information on key game elements:

    • The Attributes and Skills tabs are pre-filled with information about the attributes and skills in the game.

    • The Locations, Creatures, and Factions tabs will populate automatically as your character discovers them.

    • Note for existing saves: Locations you've already discovered will appear in the compendium upon loading your save file after updating the game, but creatures will not. That data wasn't tracked prior to this update, so all players will start with an empty creature log.

World & Gameplay Changes
  • Cities are now safe zones. Creatures in cities now have a minimum morality set to 'neutral', ensuring players won’t be attacked in safe areas, unless your character has very low morality, in which case 'righteous' morality creatures (e.g. knights, guards, angels) will still target you.

Quality of Life & Bug Fixes
  • New Keyboard Shortcut: Press F1 to toggle between fullscreen and windowed mode. This can be used to resolve rare cases where the game launches to a black screen in fullscreen.

  • Level-Up Screen Fixes:

    • Fixed a bug where base stats were incorrectly displayed on the level-up screen.

    • Added a “Real-Time Stats” toggle on the level-up screen to allow you to switch between viewing your base stats and your current stats (with accessory and temporary bonuses applied).

Now Available on Linux!
  • Mythscroll now supports Linux! A Linux build is available alongside Windows. If you’re playing on Linux, I’d love to hear your feedback and reports on performance or issues.

What’s Next?

This will likely be the final update for the demo, as I shift focus toward completing the full version of Mythscroll for release. Please continue to share your feedback and bug reports; it is still very helpful. Thank you so much to everyone who’s played, shared feedback, and helped shape the game so far!

If you haven’t already, don’t forget to join the Discord to follow development and share your thoughts. I will soon be launching another poll to allow players to vote on the next creature added to the game!

Steel Skirmish Reloaded: Online Multiplayer Tank Shooter Playtest - Josh_007

Hello everyone,

I hope you have all been enjoying the playtest thus far. Further testing and development uncovered several major issues in the current game's build, particularly in relation to connecting to a match hosted by another. The latest update patches these issues. In the meantime, feel free to test out the new features that have been in the works.

List of changes
  • Each vehicle now has an alternate choice of boost and powerup. Alternate boosts last longer but have longer charge-ups, and alternate powerups give each vehicle a unique twist based upon each vehicle's characteristics. Alternate powerups will likely require an unlock via achievement in the final game, but all are available immediately under the current test version.

  • Added a map: "Greenfield Village (Night)." This map is identical to Greenfield Village but is fought in a nighttime environment, with each vehicle given a set of lights to navigate it. Lights can be toggled on or off by pressing the "F" key under night rules.

  • Added the ability to adjust the skin of each vehicle. A camouflage pattern has been added, along with the ability to adjust each skin's coloration. The option to use a custom skin from the game's files (experimental) has also been added.

  • Fixed the error where a client occasionally failed to connect to another host.

  • Fixed the error where re-opening the "Join Lobby" screen froze the main menu when another's lobby was present.

  • Fixed the error where the fire effect from the boost was not present from anyone's vehicle except their own.

  • Fixed the error where a newly created lobby did not always receive a name.

  • Fixed the error where a client connected to another host occasionally had health bars and map icons display incorrectly.

  • Made other changes and improvements.

Known Issues
  • Some UI elements may display incorrectly.

  • Hit markers on vehicles project onto very nearby objects.

  • On rare occasions, a match may fail to start.

  • Transferring large or numerous custom skins may cause network issues early in a match.

  • The game is not optimized and requires more CPU and network strength than it appears.

Muffles' Life Sentence - bossypino

Hello to all the gamers! Long time no see. 

There’s been a ton of stuff happening behind the scenes, including work on Episode 4 of Muffles’ Life Sentence! Character design is usually pretty early in the process and has been on my mind A LOT, so why not talk about it with y’all today?

It’s time to make some misfits! Or produce some people? Illustrate some inmates?!

Methods to the madness

First off, what do I mean by ‘designing a character’?

I’m talking about the art, personality, plot arc, and relationships that a new character has. Some of these things evolve over time (just think about Shatter), but a surprising amount gets figured out before they’re even put in the game!

I don’t just use one method to design new characters. But new characters tend to be created out of one of three major categories:

  • 1. A specific need in terms of plot

  • 2. Messing around with character art

  • 3. Influenced by other media

Now, there’s a ton of overlap within the three in terms of the process of MAKING a character, but it gives a good idea of where the design process STARTS.

The plot demands it! (Best way)

It is my overwhelming opinion that the best way to design a new character is by having a need, and then tailoring a character to fit that need. 

Have you ever been playing a game with lots of characters, like an open world adventure game, and there’s characters that have no point to them besides filling empty space? If the game has a town, it should probably be filled with people, right? But because gameplay isn’t focused around knowing the people of the town, the people end up being more set dressing than anything else.

Now let’s take that same example for Muffles- I’ve designed a few towns over the course of three episodes! The first was Blind Eye- an old timey western style town in the middle of a desert. I needed characters to live in the town, but the new setting really demanded something new and interesting, while at the same time not taking me a ton of time (dev work takes so much time).

And thus, cowpoke, miner, and fancy clerk Pettys were born! They fit the context, had a reason to be at Blind Eye, and made it really easy for me to create new and interesting dialogues because they were baked in with ideas.

Another example would be Director Suzan. I needed a character to act as an antagonist early on who would represent the sort of harsh prison reality Muffles’ is waking up to. If she was direct and absolute and angry, she would be the perfect person for other, more lighthearted characters to play off of (Dee).

And so I started playing around with character art revolving around one eye, I made her dialogue all caps, I gave her a vendetta against Dee, etc. Because Suzan was occupying a specific role in the plot, I could figure out the role she needed to fulfill, and then have a ton of fun filling that space. 

Starting with the arting (okay method)

Sometimes (rarely) I work on art without a particular character or plot need in mind. I’m just sketching out ideas, making my interpretation of a piece of reference art, or just doodling in pixels.

The amazing thing about creating characters this way is they come to life without any preconceived notions or plans. Your subconscious plays a role in art creation, and this seems like the truest method to let ideas and concepts rise up without you trying to pigeonhole everything based on preconcieved, arbitrary criteria (pursuing ego instead of a truth, or whatever).

This means new characters can break the mold and be super unique! A great example of this in Muffles would be Dee, who I drew before the game was even a solidified idear in my mind. Marcelo would be another good example- as I worked on his smug little face and beady eyes, and kept leaning into that direction, I routinely asked myself ‘just who is this guy?’ And then when an opportunity for a problematic jailer arose, he was the perfect fit for the job.

Drawing from your influences (the worst way, imo)

I think using a lot of reference and media influences to design your characters is hard to do well. When you think about fully formed characters that you REALLY like, it’s hard to be objective about them, and to pull out specific pieces of them to make your own, unique thing. The danger is you copying wholesale, but more likely you’re making something derivative. That in itself isn’t awful, but it can be a disservice to yourself and the new world you’re trying to create.

OFF is a huge inspiration for Muffles, and to bring up Director Suzan again, there’s definitely a bit of Dedan going on as an influence. Another example could be making Constant an Analyze-able character based on loving Paper Mario, where your first character is a studious little Goomba who can analyze enemies and NPCs.

Feel inspired and follow that feeling

Everyone’s going to have their own process, but for me I tend to:

  • Write characters into my initial episode script based on whatever shenanigans are occurring

  • I’ll find good visual references and collect some interesting ideas

  • Then I draw them up with some interesting expressions

  • When I add them to the game I feel it out and change things a lot to fit the moments I’m making

It’s worked well for me thus far, and with the number of characters in MLS, I needed a good method to keep the characters coming!

In other news…

Life’s been so busy. It’s good, but… I’m looking forward to some slowdown soon. Some big announcements are upcoming.

I’m so thankful to all of y’all who believe in Muffles, believe in me, and believe in positivity and hope and spread those things in our discord. Thank you. 

I know at times things can be frustrating, and sometimes you don’t feel heard or respected, and that really sucks. But I believe in you and I believe things get better with time and effort. 

Until next time~

Last Epoch - Wick93

Welcome, Travelers to the Eterra Monthly June 2025 Edition.

We had a slow start this month but that’s only so we could save our energy for a sprint towards the end of it! Teasers, trailers, sales and Steam updates - everything that’s happened and is still happening in the world of Eterra is waiting below, so let’s dive in!

Season 3 Release Date

The hunter becomes the hunted…




Last Epoch Season 3: Beneath Ancient Skies launches August 21st, 2025! Check out the teaser above and join the discussion in our Forum post here.

Patch Review

June saw our team upgrade the Unity engine to Version 6. While we did not expect there to be any noticeable differences for players, we received reports that character movement felt better and server connection felt faster, though we have no confirmation that this is a result of the engine upgrade. We also saw players reporting that Damage Numbers looked different; this was not a deliberate change.

However, we did see reports of loot filters being unequipped, certain Maps not loading, and an LE-51 issue affecting some players. The team managed to quickly get out a hotfix though with those bugs squashed, others became noticeable. Shortly after Hotfix 1.2.6.1 was deployed, the decision was made to fully revert the Unity 6 upgrade so that our players would be able to play Last Epoch without any prolonged impact.

Our team continued to work on the Unity 6 upgrade in order to deploy it again as soon as possible, which saw Patch 1.2.6.2 release on June 30th. This Patch has all the same fixes present in Patch 1.2.6 and Hotfix 1.2.6.1, as well as addresses all the same issues that led the team to revert to version 1.2.5.2.

As before, we do not expect there to be any noticeable changes for players however, should you notice any bugs or something you wish to report, please use the In Game Bug Reporting Tool (F8) to report these issues to us. Making sure that a screenshot and your player data are attached also helps our teams investigate!





June 9th - Patch 1.2.6

  • Upgraded engine to Unity version 6
    • This engine upgrade is for development purposes, and we do not expect any noticeable differences with this engine upgrade. Please continue to use the in-game bug reporter if you happen to encounter any bugs or issues.

June 30th - Patch 1.2.6.2

The following issues were briefly present before the reversion to version 1.2.5.2 and should no longer be present in Patch 1.2.6.2;

  • Fixed an underlying issue present in 1.2.6 that could cause disconnects when attempting to enter various scenes
    • Some unrelated instances of this issue may still occur. If you experience this, please submit an In Game Bug Report with your Player Data attached, as these logs are incredibly useful to our team.
  • Attempting to enter the Monolith Echo “Lost Catacombs” should no longer cause a client crash
  • Cosmetics should no longer fail to display in the Character Select menu

Hotfix Rollout

June 10th - Hotfix 1.2.6.1

  • Fixed a bug where loot filters would not be correctly set upon restarting the client
  • Fixed an issue where attempting to load into Risen Lake in online mode would result in a disconnect
  • And More

June 10th - Hotfix 1.2.5.2 | Reverted from 1.2.6 |

  • Due to a deployment issue affecting the content of the patch, we’ll be re-launching the patch at a later date when we have a fix for the issue.

Eyes on Eterra

Steam Summer Sale
That’s right, as part of the Steam Summer sale until July 10th, all editions of Last Epoch are 20% off, including Edition Upgrades! So, whether you want to take your first steps across the sunny sands of the Wraith Dunes alone or prefer venturing into the cold, sunless Tombs of the Erased with company, now is the ideal time to jump in and bring your friends along too!

Read more here : Steam Summer Sale 2025



Changes to the Community Tester Program

The driving force behind Last Epoch's creation and its continued growth has been The Community, and from that came the Community Tester Program. Over the years, this program and its members helped shape the gameplay of Last Epoch, from Dungeons to overall balance, and as the world of Eterra has grown, so has the CT program, which held hundreds of members.

One thing we heard consistent feedback from our community on was how major content releases felt “solved” as early access to character builds and systems through the CT Program allowed for highly optimised build guides to be published before players had the opportunity to theorycraft for themselves, removing some of the excitement of discovery and exploration.

Recently we announced that media partners and content creators will no longer be eligible to participate in the CT Program, but we have done some other larger changes to the program as a whole to make it more efficient. Media partners will have access to data-mined information still, which is intended to support tools such as Build Planners and Databases.

Over the years as some testers became inactive and as we needed more testers (especially for the multiplayer release), we grew the program. We’re now condensing the amount of users down from mostly inactive members to a more active group of testers which also let’s us provide them with more support for testing than before.

We look forward to seeing our content creators and community collaborate, both during the pre-season build-up and post-season release, in theorycrafting and discovering new builds together!

You can read the full post with more details here - Changes to the Community Tester Program

Mike’s Teasers

June 6th
Bumblebear or Grizzlybee? Either way, we are both excited and terrified to see what this creature has in store for us!



June 13th
Look at this cute little guy! We’ll learn more about this adorable creature in Season 3.



June 20th

Something for the Merchant’s Guild! Mike was pretty light on anymore details, though did say we’d learn more when Hype Week rolls round.



June 27th

It’s always exciting to log on to watch Mike Streams, though you’d be barking up the wrong tree if you wanted more information about this teaser before Season 3 Hype begins!



Community Build Spotlight

As our team whips things into shape for Season 3, we thought it was time for our Community Build spotlight to be whipped into shape too. Who better to help us with that than Tevonsonte, with their Infernal Flame Whip Build?



Credited with the first Warlock Uberroth kills, Flame Whip is an ‘Incredible Single Target’ build that also allows for player maneuverability according to its creator, though the trade off is slower Monolith clearing. However, Boss fights are where this build can truly shine while only needing 2 active Skills.

In order to turn Chthonic Fissure into a Flame Whip frenzy, players will need to get their hands on a specific Unique, the Spine of Malatros, though this isn’t too difficult to get your hands on. You can also fuel more fiery explosions with this build by utilizing Infernal Shades", which when combined with Profane Veil’s Infernal Deliverance node, really gives you more bang for your buck! Players will also want to look for Exsanguinous and Last Steps of the Living to help boost defensive stats that benefit from low life.

While named after Flame Whip, this build also leans heavily into an interesting interaction between nodes like Dance with Death in the Lich Passive Tree. Taking nodes that grant you “% Increased Poison damage” and taking the Acidbane node in the Chthonic Fissure Skill Tree to gain Acid Skin means you can increase the chance an enemy will take a Critical Hit to up to 100%! That’s a lot of damage!

Due to the low life benefits, as well as some of the Uniques, Tevonsonte explains that this is not an ideal build for levelling but is great to work towards for overwhelming Warlock wins in End Game. Thankfully, Tevonsonte gives not only an in depth explanation of how to get the very best from this set up and exactly how it all works together to create a truly impressive Warlock, they provide detailed lists for Affixes, Idols, and Blessings as well as Loot Filter guidance.

Community Fun

Discord

A Journey through Eterra
Kirra has been making voxel art of Last Epoch for a while now, and they have finally curated them all into one place - A Pilgrimage - Fan art of Last Epoch, Kirra Luan

Server Tag!!
You asked, and asked, and we delivered! After a deep internal discussion (and a lot of messing around with unicode lettering) we decided on something simple, something clear.



The Origins of Pig the Loot Lizard!

Did you know that all the Loot Lizards in Last Epoch have names? Well, they do, and one Lizard in particular was named after a very important EHG pet. Here you can see the IRL Pig - pet of Tolmat, a unique name you might recognise…



Reddit

Last Epoch is an ARPG made by ARPG lovers, so it’s no surprise that there are several references to influential games of old throughout Eterra. One that continues to catch out and delight players, despite being in LE since Alpha, is the Jahith Bear, like Reddit user darthdarticus discovered.



Yes, you can travel through time. Yes, you can kill gods. No, you cannot enter this door without a Key, it’s called being polite onion_of_exil…



On the topic of being polite, to Reddit user GlompSpark, the Brute Harbinger partakes in Strongman competitions in their spare time. That’s pure muscle under their armour, not fat.



Speaking of pure muscle or, more accurately, lack thereof, when asked how many Minions they wanted to assist in their travels through Eterra, SnowOtaku777 simply replied ‘Yes’.



What's Next?

The team is deep in the jungle, working on Season 3. While we don’t have anything else to share right now, do keep your eyes peeled on our Forums Announcement, News, and Developer Blog Post pages for more information there!

You can also drop into Mike’s Q&A Dev Streams over on https://www.twitch.tv/lastepochgame every Friday at 3 pm PST, where you might get a sneak peek, or two, at some of the upcoming features to start theorizing about.

We can’t wait for you all to see what is coming! Until then, this has been Eterra Monthly; a report on the happenings and changes in the world of Last Epoch. Safe journeys through Eterra Travelers.

Alaska Gold Fever - Cypher
Hello, explorers and adventurers!

First of all, a huge thank you to everyone who played the demo of Alaska Gold Fever!
We’re truly grateful for the support, feedback, and excitement we’ve received so far.

As of now, the demo has been temporarily taken offline while we work on improving and polishing the game based on your feedback.

🎨 Help Us Choose the Right Visual Style!

We’re currently working on refining the visual direction of the game - especially the post-processing style, which plays a big role in setting the atmosphere of Alaska Gold Fever.

That’s why we’d love to invite you to take part in a very short poll to help us decide which visual style fits best.
Your input will help shape the final look of the game!

👉 Click here to take the poll !

Option 1

Option 2

Option 3


Thanks again for being part of this journey and stay tuned for more updates soon!

⛏️⛏️⛏️⛏️⛏️⛏️⛏️⛏️⛏️⛏️⛏️⛏️⛏️⛏️⛏️

-----
You can also use our Discord server to send some feedback!

Best regards,
Baked Games Team

Try our greatest hit!
https://store.steampowered.com/app/842180/Prison_Simulator/

Twofold - Crystal Game Works
Upwards, Rain! The Post Office of Farewells is now playable on Steam!

Upwards, Rain! The Post Office of Farewells is a cute puzzle adventure visual novel in a fantasy post office run by birds, exploring how trust and love can perform miracles. Deciding to break protocol to lend a helping wing, a flighty little courier takes a skittish girl on an adventure through the inner workings of a mysterious post office to search for a letter that may not even exist.

With the use of her trusty stamp collection, help Rain solve problems and navigate the post office to find a letter that was never delivered. Use disguises, sneak around the sorting rooms, cheer each other up—it's up to you to find the way through together!

This puzzle visual novel hybrid was developed by the creative directors of Twofold. Upwards, Rain! is voice acted in English with additional side content in game such as a lore guide, illustrated side stories, and more.

https://store.steampowered.com/app/3449030/Upwards_Rain_The_Post_Office_of_Farewells/

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Upwards, Rain! The Post Office of Farewells - Crystal Game Works
Upwards, Rain! The Post Office of Farewells is now playable on Steam!

Upwards, Rain! The Post Office of Farewells is a cute puzzle adventure visual novel in a fantasy post office run by birds, exploring how trust and love can perform miracles. Deciding to break protocol to lend a helping wing, a flighty little courier takes a skittish girl on an adventure through the inner workings of a mysterious post office to search for a letter that may not even exist.

With the use of her trusty stamp collection, help Rain solve problems and navigate the post office to find a letter that was never delivered. Use disguises, sneak around the sorting rooms, cheer each other up—it's up to you to find the way through together!

This puzzle visual novel hybrid was developed by the creative directors of Twofold, a slice-of-life college aged romance visual novel about relationships. Upwards, Rain! is voice acted in English with additional side content in game such as a lore guide, illustrated side stories, and more.

https://store.steampowered.com/app/3449030/Upwards_Rain_The_Post_Office_of_Farewells/https://store.steampowered.com/app/3763420/Upwards_Rain_The_Post_Office_of_Farewells_Soundtrack/?snr=1_5_9__405

Upwards, Rain! was originally made for an internal game jam, but we do have a way to play the original jam version! Simply follow this and you can play the old version.

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