Riding to Bounce City - mythicchest

Hey everyone!
A brand-new update is live — and with it comes an exciting new game mode!

Thank you so much for your patience. We know this one took a bit longer than expected, and we truly appreciate you sticking with us.

Cosette has been chasing our beloved characters for a long time... but have you ever wondered what it's like to see things from her point of view?

The chase begins now. Let’s see what you’ve got.


Accessing the New Game Mode: Police Chase

To unlock this mode, you’ll need to purchase the character Cosette in the in-game shop.

In Police Chase mode, you can only play as Cosette — she’s not available in any other game mode.


Objective: Catch your target before they reach Bounce City!

To stop them, you’ll need to land a Perfect Dodge or perform a Traffic Check. Here’s a quick breakdown of how each one works:

Perfect Dodge

Dodge an obstacle at the very last moment before getting hit.

Traffic Check

Build up a x4 multiplier by dodging consecutively (x2 → x3 → x4). Once you hit x4, you can smash through glowing obstacles to earn extra points and extend your time!

Gold Medal Reward

Earn a Gold Medal (Score: 1,000,000) in Police Chase mode to unlock a brand-new scene in the Gallery.


The official Riding to Bounce City soundtrack is now available.

Heed the melodies of Bounce City — the official soundtrack is here.

https://store.steampowered.com/app/3769640/Riding_to_Bounce_City_Soundtrack/?beta=0


Join Our Community

Your feedback helps shape the future of our game! Join our Official Discord server! and share your thoughts with us. Thank you for your patience and support.

Riding to Bounce City ver-1.6.6c / Patch notes

Added

  • New Languages: Czech, Dutch, German, Polish, Russian, Thai, Turkish, and Ukrainian

  • Police Chase Mode

  • Character Introduction: Cosette now has a video introduction

  • New Scene: Available in the Gallery (requires a Gold Medal in Police Chase mode)

  • UI Improvement: The interface in the gallery now hides automatically when no buttons are pressed

  • Main Menu: New background music added

SCALE BULLET ~After Story~ - ぱしょしみ
Implement an achievements system
Contagion - Wuffesan

After 3 months, I hope it was worth the wait.

This campaign does not replace the current barlowe maps that currently exist in the game. This campaign brings in 4 new maps specially created for Campaign mode. This campaign was supposed to bring in a new feature I was working on, but that was put in the back burner for now. It may return in a future campaign! (or a 1st April campaign joke, who knows.)

Support Johan (Wuffesan) on Patreon!

The world is not easy on any of us and for some harder than others. Johan (Wuffesan) has been a vital part of developing Zombie Panic Source and Contagion putting in more time than even the original teams. He's added numerous quality of life improvements and has done some incredible work by rebuilding ZP1 from the ground up. Times have been tough and we really don't want him having to struggle as hard as he does and so I'm asking the community to subscribe to his Patreon to help him continue and grow his amazing career.

Patreon

Changelog

Added

  • Added Barlowe Campaign

  • Added Deprecated Warning for splitscreen

  • Added LOD's for the airfreight models, this should fix some FPS issues on ce_laststop04 and ce_laststop_04b

  • Added Volt Physics Engine, replacing Havok Physics Engine
    (Physics engine should no longer crash if a vehicle touches the water, or if a survivor dies while under an scripted event)

Updated

  • Updated Material System, fixed a possible memory leak.

  • Updated helicopter models, optimized their mesh, and added proper LOD's

  • Updated Korean language

  • Updated Italian language

  • Updated Brazilian language

  • Updated Turkish language

  • Updated many models to include LOD's

  • Updated Elijah & military models, optimized their models

  • Updated Engineer, optimised its model

  • Updated flatline shop, baked the textures so it no longer looks flat

  • Updated Bot AI

    • Bots no longer teleport behind you beacuse they got stuck, like all the time

    • No more FPS being eaten away (because of a dumb chatter loop)

    • Bots have less tendency of committing suicide from edges, because they think its funny.

    • Bots now properly destroy doors if they get stuck on them

    • Bots should no longer cause a crash when Infected AI just recently spawned (this was due to a few NextBot Manager changes)

    • They no longer only love Eugene (only Eugene bots everywhere)

  • Updated the engine (version command has also been updated)

  • Updated cx_montclair navigation file, by Y#shion

Fixed

  • Fixed barlowe hordemode not working (whoops)

  • Fixed lakeland lagging due to too many zombies (limited it down to around 20-25)

  • Fixed EntityCreator trying to check if default source entities are custom entities, which caused it to throw an error.

  • Fixed where the root LOD wouldn't reset properly on the next frame, which caused some models to use the wrong LOD when up close

  • Fixed laststop achievement not working due to 04 split

  • Fixed a few weapons having a broken convex physics file. This was not an issue when using Havok, because it didn't care

  • Fixed Failed to open script file if you try to include an angelscript file from VPK files

  • Fixed splitscreen getting Invalid Authentication for Peer-2-Peer and local games only to fix this issue

  • Fixed Hunted not calculating correctly (did not exclude the player that just recently died)

  • Fixed ammo not being properly networked to the clients

  • Fixed ammo using a deprecated function from HL2, which caused them to become "unusable" because why not

  • Fixed a rare bot related crash on Extraction mode

  • Fixed some cvars being reset on Campaign Mode when the map starts

  • Fixed phys_ballsocket crashing the game, because it was trying to already destroy itself from the already destroyed phys constraint manager.

  • Fixed zombies ignoring every moving trigger

  • Fixed an exploit where sv_pure would ignore everything on the client

Angelscript API Discord

AstroCore Mining - emine

Playing Astrocore Mining Demo

Marvel Contest of Champions - Kabam Pinwheel

Hey all,
Balance Team here again with an update on the latest round of Champions up for review, Falcon (Joaquin Torres) and Arnim Zola!

Falcon (Joaquin Torres)

The Battlerealm’s newest Falcon in Joaquin Torres was designed to be a well-rounded Attacker, using a wide range of Debuffs to mitigate incoming Damage, counter his Opponent’s threats and enhance his damage output. While his kit features 2 distinct modes to choose from, Joaquin Torres thrives once he reaches Peak Performance, allowing him to benefit from both his Offensive and Defensive themed modes at the same time. Equipped with a few abilities targeted at annoying Mystic opponents (Slow, Debilitate, replacing the Precision Buff from Dexterity with a Trauma Pause), we’re happy to see his matchup spread reflect his targets, albeit with varying performance depending on the game mode. While Falcon’s performance is in a good spot in Quests with longer encounters and a wide range of opponents, we’re seeing Falcon struggle to get his loop going in encounters with shorter runway and higher pressure (e.g. Battlegrounds), and will be looking to make changes to address this. Changes incoming for Joaquin!

Arnim Zola

Arnim Zola entered the contest armed with a new spin on Tech Power Control with his combo of Special Lock and Combat Power Reduction, while also leveraging damage mitigation and loop disruption as his core Defensive identity. In PvP modes, Arnim Zola has landed and continued to make an impact as a powerful stall threat, with one of the highest average Defending fight times in Battlegrounds across recent seasons. Since release, we’ve seen summoners adapt to Arnim Zola’s unique defensive kit with a variety of strategies, and are happy with his impact on the meta. As an Attacker, the burst of Direct Damage granted by his Signature Ability has proven to be an important piece to his Damage reach, and is overall in a healthy range for a kit that heavily leans on Damage Mitigation and Power Control. Overall we’re happy with how Zola has landed and will not be making any changes to his kit!

What’s Next

Falcon (Joaquin Torres) will be a part of Batch Update #2 - slated for our 54.1 (January) build!

So far, the 2 confirmed Champions in Batch #2 are:

  • Vision (Deathless)

  • Falcon (Joaquin Torres)

  • Champion TBD

You can expect communication on JEAN GREY & BASTION toward the middle of AUGUST!

Super Video Golf - Mostly Hairless µC ⛳
Greetings Golfers!

It's the third weekend of the month which means all day throughout the 19th and 20th of July 2025 you'll be earning double XP when you play Super Video Golf!

Weekend times are, unlike the monthly challenge, in your local timezone running from midnight to midnight - so you won't have to get up at 4am to scoop up those extra helpings of XP 😁

So, if you're looking to buff your stats and climb the ladder, now is the perfect opportunity!

Happy Golfing! 🏌️‍♂️⛳
Squad - Ceeg

Hello Squaddies,

As some of you may know, we just finished up what we initially believed would be our final 9.0 Unreal 5 public playtest. Based on earlier results and performance improvements, it felt like a strong candidate for  release. However, the transition from 5.3 to 5.5 uncovered new challenges that hadn’t appeared in previous tests. We’ve since taken time to review a lot of valuable feedback from the community, and it’s clear there are still areas to improve. As a result, we have decided to regroup and rethink our plans for the 9.0 release.

So, what happens now? We are actively assessing and planning our next steps for 9.0 and how its release impacts the rest of the year. We will be posting another Letter from the Squad Leader mid next week to give everyone a general update on where we landed and what to expect.

I wanted to thank everyone for giving their honest and open feedback. Your input continues to shape the path forward and is deeply valued by the entire team. Thank you for continuing to support us through this transition to Unreal 5.

Like I mentioned before, expect to see more information about our next steps next week. Closed playtesting will continue to take place (More info here http://discord.gg/testsquad) as well as more “final final” public playtests. ;)

Thanks, Squaddies!

\[O] Howitzer

Idle Hero TD - Tower Defense - TBiz5270
Changes:
  • Increased rune rewards from daily gifts to make them more meaningful at later stages of the game (the amount now scales off your highest wave).
  • Rebalanced many of the Community Event milestone values, as well as your required personal contribution amounts to claim those rewards.
  • Added the permanent stat bonuses from the Community Event rewards into the "Battlepass Rewards" section of the stats menu, and renamed this section to "Permanent Rewards".
  • Increased cost of 2x PvP Boss rewards from 500 gems to 750 gems. The previous cost was simply too cheap for how many of these rare time-gated resources it gave you.

QoL Improvements:
  • Boss Rush status is now saved between game sessions. If it was enabled before closing the game, it will remain enabled when you reopen it (but offline progress will still not use Boss Rush).

Bug Fixes:
  • Fixed bug where Chieftain and Apprentice’s combined skills would cancel out the slow effect if their Skill Power was too high.
  • Fixed bug from the previous update that broke Assassin's execute skill.
  • Fixed visual-only UI bug related to a maxed idle status workshop.
  • Fixed bug where community milestone requirements were showing as complete right after a weekly reset, even though they weren't.
  • Fixed bugs related to skill immunities against the PvP Immortal Boss and Ultimus Boss.
  • Fixed bug where the PvP Immortal Boss scores weren’t updating correctly if you leaked a normal enemy.
  • Fixed visual-only UI bug related to the PvP Immortal Boss 2x rewards.
Dfiance - Dfiance
Dfiance now has Ranked Seasons. (starting 21.07 in browser and 04.08 on Steam)

Players climb through the ranks, starting from Bronze IV, all the way through Silver, Gold, Emerald, Legendary, Mythic and unlikely Titan tier, receive rewards and keep pushing constantly for eternal glory.

At the end of each Season, players are rewarded with awesome cosmetics based on how well they performed. When a Season ends, player rewards and collected cards are moved to their Eternal slot.

When a new Season begins, player ELOs and Ranked collections are reset — allowing for a fresh start and giving new players a fair chance to compete in upcoming Seasons.

New Seasons can also introduce game-changing mechanics, such as new factions.

All cards collected during seasons, including player’s pre-season collections, continue to be available in the Eternal deck.

Players will keep all the cards they have, but they won’t be able to use them in Ranked matches, only in Casual, specific tournaments and friendly matches (upcoming).

Idle Hero TD - Tower Defense - TBiz5270
Changes:
  • Increased rune rewards from daily gifts to make them more meaningful at later stages of the game (the amount now scales off your highest wave).
  • Rebalanced many of the Community Event milestone values, as well as your required personal contribution amounts to claim those rewards.
  • Added the permanent stat bonuses from the Community Event rewards into the "Battlepass Rewards" section of the stats menu, and renamed this section to "Permanent Rewards".
  • Increased cost of 2x PvP Boss rewards from 500 gems to 750 gems. The previous cost was simply too cheap for how many of these rare time-gated resources it gave you.

QoL Improvements:
  • Boss Rush status is now saved between game sessions. If it was enabled before closing the game, it will remain enabled when you reopen it (but offline progress will still not use Boss Rush).

Bug Fixes:
  • Fixed bug where Chieftain and Apprentice’s combined skills would cancel out the slow effect if their Skill Power was too high.
  • Fixed bug from the previous update that broke Assassin's execute skill.
  • Fixed visual-only UI bug related to a maxed idle status workshop.
  • Fixed bug where community milestone requirements were showing as complete right after a weekly reset, even though they weren't.
  • Fixed bugs related to skill immunities against the PvP Immortal Boss and Ultimus Boss.
  • Fixed bug where the PvP Immortal Boss scores weren’t updating correctly if you leaked a normal enemy.
  • Fixed visual-only UI bug related to the PvP Immortal Boss 2x rewards.
...

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