The Demon Rush: Legends Corrupt - Dragoon Canada
Counterintelligence is a new Strategy Mode that will release with the Warbeasts expansion.

Counterintelligence will require the player to select a nation leader, soldier type, religion and ruling approach, and to make use of their military, economy, spies and alliances to either defeat every nation or own the most territory after 10 years (every turn is 1 month). Over the course of a Counterintelligence game, the player will need to invade and conquer enemy territories, defend their borders, create a strong economy for themselves, use spies to infiltrate and sabotage enemy territories, get married and have a child (if able), and ultimately, kill the leaders of the opposing nations (which can include killing them through direct combat, sending spies to assassinate them, poisoning the wine at a dinner you invite them to, or killing them at their wedding).

The specifics mentioned for the rules here are a bit light, but as there is still a lot of balancing and testing to be done at this point still, I intend to add more specific details for the mechanics on release in the form of a guide (similar to what was done for Naval Conquest and Prison Break).


For now, the specifics of characters, nation powers, soldiers, religions and ruling approaches will be shown here to give a better idea of what can be done in Counterintelligence's current context. Please note that over the course of testing and balancing that what is below may be changed by whatever degree of change is required on release of the Warbeasts expansion.


Cherry

Field Passive -- Operating on Foreign Lands
When Cherry is in battle, she and her soldiers deal 10% more damage and suffer 8% less damage for every territory that separates her from one of her own castles (maxes out at 10 territories away for 100% more damage dealt and 80% less damage received). When the invasion formula applies, Cherry and her soldiers gain 15% more offense/defense for each territory that separates her from one of her own castles if she is present for the invasion in the territory (also maxes out at 10 territories). If Cherry has no castle, the max of 10 is applied.

World Passive -- Commander
Soldiers cost 25% less to hire.

Marriage Passive -- Career Focus
If Cherry and her husband do not have a child, Cherry, her husband and all of their soldiers deal double damage and take half damage when accompanying Cherry or her husband. When the invasion formula applies, Cherry, her husband and their soldiers gain 150% more offense/defense when Cherry is married and does not have a child.


Knight

Field Passive -- Bandit Raid
When Knight invades a territory, he and his soldiers deal 50% more damage and take 50% less damage. When the invasion formula applies, Knight and his soldiers gain 100% more offense in the invasion formula when invading a territory if Knight is present for the invasion.

World Passive -- True Believer
Religious ceremonies performed by Knight are boosted in the following ways:
Theite - Crime rate is reduced by 50% rather than 25% and soldier defense/soldier invasion defense when defending a territory becomes 50% less damage/100% more invasion defense rather than 25%/50%.
Pantheon - Farm/mine production is boosted by 80% for 4 turns rather than 50% for 3 months.
Centumvirate - Negative effects are removed for 8 months rather than 5, and resource gains from capturing demanded territories are boosted by 100% rather than 50%.

Marriage Passive -- Spread The Word
Religious ceremonies performed by Knight are also boosted in the following ways:
Theite - Lowers Crime Rate in all cities by 75% (as opposed to 50%) and soldier defense/soldier invasion defense when defending a territory becomes 75% less damage/150% more invasion defense rather than 50%/100%.
Pantheon - Boosts farm/mine production for the next 6 months by 100% (rather than 4 months for 80%).
Centumvirate - Negative effects are removed for 12 months rather than 8, and resource gains for capturing demanded territories are 150% greater.


Alberto

Field Passive -- Soldier's Duty
When Alberto or his soldiers defend a territory, he and his soldiers deal 50% more damage and take 50% less damage. When the invasion formula applies, Alberto and/or his soldiers gain 100% more defense in the invasion formula when defending a territory.

World Passive -- Nonbeliever
Alberto has the option of choosing to shut down religious functions for the next 6 months rather than perform a religious ceremony, which removes the religious advantages/disadvantages and boosts month-end Mez gains from Towns by 200% for the next 6 months that religious functions are shut down for. Performing a Religious Ceremony ends the shutdown of religious functions.

Marriage Passive -- Always Arguing
When Alberto and his wife have spent between 5 and 8 months apart from each other in different territories, Alberto, his wife and all of their soldiers deal double damage and take half damage when accompanying Alberto or his wife. When the invasion formula applies, Alberto, his wife and their soldiers gain 150% more offense/defense if Alberto and his wife have been apart in different territories for 5 to 8 months.


Tara

Field Passive -- Salt of the Earth
When Tara is fighting at a Farm, she and her soldiers deal 50% more damage and receive 50% less damage. When the invasion formula applies, if Tara is present for the invasion and the contested territory is a Farm, Tara and her soldiers gain 100% more offense/defense. Gain 500 Food if a battle using Tara is won on a Farm.

World Passive -- Irrigation Expert
All farms in Tara's territories produce 25% more food and food decreases on month end are reduced from 25 Food per territory to 20 Food per territory. When Tara obtains horses from a Farm, she can keep them for 12 months rather than 6 months.

Marriage Passive -- Unnecessarily Loud
When Tara and her husband both stay the night with each other in the castle, the well-rested bonus for spending the night with a spouse is boosted from 3 turns extra to 9 turns extra, gains 1 additional movement on the world map, and the damage bonus is boosted from 50% to 100% (100% to 200% for Castle Level 5) for both Tara and her husband.


Pound

Field Passive -- Scrap Diver
When Pound is fighting in a Mine, he and his soldiers deal 50% more damage and receive 50% less damage. When the invasion formula applies, if Pound is present for the invasion and the contested territory is a Mine, Pound and his soldiers gain 100% more offense/defense. Gain 100 of the mine's mineral type if a battle using Pound is won at a Mine.

World Passive -- Metallurgist
Pound uses 20% less Limestone for Fortification levels, 20% less Magnetite for Blacksmithing levels, and 20% less Obsidian to double damage for 1 month. Corundum is 25% more effective in the Alliance Formula.

Marriage Passive -- Unifier
This ability is always active on Pound. Pound cannot get married or spend the night with a companion, but every territory that an Alliance member at 25% or higher Alliance Level has boosts Pound's Town/Farm/Mine income by 5% per territory. If Pound stays the night at a castle for the well-rested bonus, he stops Castle Morale from dropping and crime rate from rising on month end for (Number of Alliance Territories at 25% or higher Alliance Level) turns (even as a Tyrant) if there is no Food shortage (Spies weakening Castles/Towns will still affect Morale/Crime Rate).


Cook

Field Passive -- Usurper
When Cook is fighting in a Castle, he and his soldiers deal 50% more damage and receive 50% less damage. When the invasion formula applies, if Cook is present for the invasion and the contested territory is a Castle, Cook and his soldiers gain 100% more offense/defense. On victory in a castle, Castle Morale becomes 100%, Crime Rate in all of Cook's Towns drops to 0%, and he gains 3000 Mez, 1500 Food and 300 of each mineral type. This can only be done per once specific castle (losing and re-capturing the same castle will not regain these benefits) and only if Cook is present for the battle.

World Passive -- Shadow Network
If Cook's Scouts can see his Spies, his Towns/Farms/Mines produce 10% more for each of his own Spies that that Scout sees (each individual Scout will add to this when checking for the same Spies).

Marriage Passive -- Heir To The Throne
Damage formula and invasion formula boosts are boosted to 50% per child's age in years (as opposed to 25%) and all Towns/Farms/Mines produce at base 50% more per child's age in years (as opposed to 25%).


Claire

Field Passive -- Shadow Games
If Claire is fighting in a territory that has one of her Spies, Claire deals 3x damage for that battle. When the invasion formula applies, Claire gains 100% offense/defense in a contested territory that has a Spy from her nation in it (this bonus does not apply to her soldiers).

World Passive -- Cloak and Dagger
Claire's Spies kill 1 extra soldier each when assassinating soldiers and double the effects of weakening territory (2x morale loss in Castles, 2x Crime Rate rises in Towns, 2x more food/resource prevention in Farms and Mines). Claire's Spies also count as double for attempts at assassinating leaders and disrupting weddings and determining whose Spies count for the assassination/wedding kill.

Marriage Passive -- Private Getaway
When Claire and her husband fight on the same team in a territory with no allied soldiers on it or accompanying them, both Claire and her husband inflict 4x damage and take 75% less damage. When the invasion formula applies, Claire and her husband gain 400% more offense/defense.


Jimmy

Field Passive -- Converse with the World
When Jimmy triggers Stampede or Landslide, those abilities deal double damage that fight.

World Passive -- Secret Rituals
If Jimmy performs a Religious Ceremony at a castle, he can perform an additional Religious Ceremony later on the world map on any territory (this still requires a month to be used up). Jimmy will need to return to a Castle and perform another Religious Ceremony there to recharge the additional future ceremony.

Marriage Passive -- Casual Approach
Jimmy boosts the world passive of his wife:
Cherry - Soldiers cost 50% less to hire (instead of 25%)
Tara - All of Tara's farms produce 50% more food (instead of 25%)
Claire - Claire's Spies kill 1 extra soldier and weaken territory/disrupt wedding by 3x instead of 2x
Caesara - When territory is acquired, Castle Morale increases 20% and Crime Rate decreases 20%
Allisara - Allisara gets 1 extra Alliance Action per month and 2% more Alliance Level gains


Brooks

Field Passive -- Watchman
If Brooks is fighting in a territory that one of his Scouts can see, Brooks deals 3x damage for that battle. When the invasion formula applies, Brooks gains 100% offense/defense in a contested territory that a Scout from his nation can see (this bonus does not apply to his soldiers).

World Passive -- Sniper Sight
Brooks' Scouts can see a distance of 1 extra territory away.

Marriage Passive -- Castle Doctrine
If Brooks and his wife have a child, battles in the Castle with the child and any of their territories up to 3 regions away from the castle have the soldiers deal double damage and take 50% less damage in all combat. When the invasion formula applies, soldiers belonging to Brooks' nation gain 150% more offense/defense if they are in a territory up to 3 regions away from the castle Brooks' child is in.


Caesara

Field Passive -- Street Patrol
When Caesara is fighting in a Town, she and her soldiers deal 50% more damage and receive 50% less damage. When the invasion formula applies, if Caesara is present for the invasion and the contested territory is a Town, Caesara and her soldiers gain 100% more offense/defense. When lowering Crime Rate across cities from fighting bandits in Town, Caesara lowers it an extra 25% for all of her Towns.

World Passive -- Empire's Advocate
When a new territory is acquired, Castle Morale increases by 10% and Crime Rate drops by 10% in all Towns (stacks per territory acquired, such as gaining multiple territories through marriage or killing an enemy leader). If the captured territory is a Town, the Crime Rate drop also applies to the newly captured Town.

Marriage Passive -- Insatiable
If Caesara and her husband spend 3 months in a row in the castle sleeping together, Caesara and her husband inflict 4x damage and take 75% less damage for the next 12 months. When the invasion formula applies, the buff from this passive gives Caesara and her husband 400% more offense/defense.


Allisara

Field Passive -- Psychic Powers
Allisara will always detect any Spies in range that she encounters regardless of enemy Spy Level, and the range for detecting Spies in the field is doubled. Spies caught with Allisara in the party suffer 4x damage for the whole fight. Allisara gains 100 Mez, 50 Food and 10 of each mineral for each spy killed if Allisara is in the party against Spies. Allisara can detect Spies on the World Map even if their actions are not "Weaken Territory" or "Assassinate Soldiers". "Ambush Nation Leader" attempts from Spies against an AI Allisara will always fail.

World Passive -- Always Knows What To Say
Allisara gets 1 extra Alliance Action per month and all gains to Alliance Levels with other nations is boosted by an additional 3%.

Marriage Passive -- In Perfect Sync
Allisara gains her husband's field passive and boosts that field passive for the both of them:
Knight - When invading a territory, Knight/Allisara and their soldiers deal 100% more damage (instead of 50%)
Alberto - When defending a territory, Alberto/Allisara and their soldiers deal 100% more damage (instead of 50%)
Cook - When fighting in a Castle, Cook/Allisara/soldiers' damage is 100% and their Usurper gains are 50% higher
Jimmy - Jimmy and Allisara's Stampede and Landslide will deal 3x damage rather than 2x
Brooks - If fighting in a territory that their nation's Scout can see, Brooks/Allisara deals 5x damage for that battle


Nation Powers

Castles
Castle Morale's monthly decreases are 1% less per level and activities that stay the night boosts Castle Morale by 5% more per level.
At level 5, being well-rested allows for 2 additional movement rather than 1, and the damage boost for being well-rested is 100% rather than 50%.
At level 10, Ruling Approach is enhanced. Imperialism gains 8% per territory instead of 5%, Mercantile gains 150% free rather than 100%, and Tyrant gains 2.5x HP/Attack and 250% invasion formula instead of 2x and 150% respectively.

Towns
Towns earn 10% more Mez per level.
At level 5, the longer an individual town stays at or under 50% Crime Rate under the player's control, the more Mez it earns by a multiplier of (1 + (0.1 x Number of Months at or under 50% Crime Rate, excluding current month)).
At level 10, Crime Rate's raises per month are 1% rather than 4% (5% rather than 8% during a food shortage) and when capturing a town, are 10% rather than 40%.

Farms
Farms produce 10% more Food per level.
At level 5, the Stampede ability can be used to call 4 horses to trample enemies (can only be done on a Farm or if the nation leader in combat currently has a horse with them, can only be used in battles where the player invades or is invaded, 10 second cooldown).
At level 10, Stampede deals 3x damage.

Mines
Mines produce 10% more minerals per level.
At level 5, the Landslide ability can be used to add 4 boulders that can be hit into enemies (can only be done on a Mine or if a Mineral has been set for Landslide on the World Map, can only be used in battles where the player invades or is invaded, once per battle).
At level 10, Landslide deals 3x damage.

Soldiers
Soldiers gain 10% more HP and Attack stats per level and 15% more offense/defense per level in the invasion formula.
At level 5, defending soldiers gain 3x HP/invasion defense instead of 2x when defending a territory (higher level enemy Scouts can remove this if they can see the defending territory when their nation invades).
At level 10, defending soldiers gain 4x HP/invasion defense instead of 3x when defending a territory.

Scouts
If the Scouts level is greater than the opposition's Soldiers level, the opposition's Soldiers do not get their "defending territory" bonus if the Scout can see the territory. Scouts cost 5% less per level.
At level 5, Scouts can see 1 additional territory away (3 over the default 2).
At level 10, Scouts can see 2 additional territories away (4 over the default 2).

Spies
If the Spies level is greater than the opposition's Castles/Towns/Farms/Mines level (whichever territory the Spy is in), the Spy's presence will not be known unless they are weakening territory/assassinating Soldiers. Spies cost 5% less per level.
At level 5, Spies take only 2 months to be recalled instead of 3 months.
At level 10, Spies take only 1 month to be recalled instead of 3 months.

Negotiation
Each level in Negotiation adds more weight in the nation leader's favour in the Alliance Formula.
At level 5, correspondence boosts Alliance level with that nation by 7% instead of 3%, trade deals with scarcity boosts by 13% instead of 7%, and having a nice dinner with a nation's leader by 20% instead of 10%.
At level 10, the nation gets 1 extra Alliance Action per month and Alliance drops from poisoning leaders are 25% rather than 50%.


Soldier Types

Force Fighters
When in standard combat, Force Fighters gain 5% more HP and Attack for each Force Fighter in the current territory and/or currently accompanying the player character. When the invasion formula applies, Force Fighters gain 8% per Force Fighter in the current territory and/or currently accompanying the AI nation leader towards offense if invading and towards defense if defending.

Sky Corps
When in standard combat, Sky Corps gain 50% more HP and Attack when fighting in any Farm or Mine, and the Stampede and Landslide abilities from their nation leaders are doubled in power. When the invasion formula applies, Sky Corps gain 50% more offense/defense in the invasion formula if the contested territory is a Farm or Mine. This value is boosted to 80% with Farm/Mine Level 5 in the appropriate territory type, and that condition is boosted to 100% if Farm/Mine Level 10.

Peacekeepers
When in standard combat, Peacekeepers gain 2x HP and 2x Attack when fighting in any Town. When the invasion formula applies, Peacekeepers gain 150% more offense/defense in the invasion formula if the contested territory is a Town. Peacekeepers stationed in a Town also reduce that Town's monthly Crime Rate gains by 3%.

Pael Army
Pael Army gain 25% more HP and Attack for each additional territory the opposition has over the Pael Army nation's territory count. When the invasion formula applies, Pael Army gain 40% more offense/defense for each additional territory the opposition has over the Pael Army nation's territory count in the invasion formula when invading a nation or defending against another nation's invasion.

Dissental Soldiers
Dissental Soldiers gain different abilities and 75% offense/defense in the invasion formula if their origin matches the current territory type (can be changed when entering own castle):
Merik - HP/Attack + 50% at a Farm and gain 25 Food per surviving Soldier on victory
Lensia - HP/Attack + 50% at a Castle and 4 ally Spiders are added if a Dissental Soldier is in that battle
Alster - HP/Attack + 50% at a Mine and gain 5 minerals of that Mine per surviving soldier on victory
Renald - HP/Attack + 50% at a Town and gain the Scorchedarm ability

Aeldanact Guards
Aeldanact Guards gain 2x HP and 2x Attack in standard combat when defending a territory. When the invasion formula applies, Aeldanact Guards gain 150% defense when defending a territory.

Xystedon Berserkers
Xystedon Berserkers gain 2x HP and 2x Attack in standard combat when invading a territory. When the invasion formula applies, Xystedon Berserkers gain 150% offense when invading a territory.

Galatelt Warrior Priests
When in standard combat, Galatelt Warrior Priests gain 2x HP and 2x Attack if a religious ceremony was performed in the last 5 months. When the invasion formula applies, Galatelt Warrior Priests gain 150% offense/defense in a contested territory if a religious ceremony was performed in the last 5 months.


Religions

Theite
Capturing a territory from a non-Theite nation (not through marriage) will boost Castle Morale by 10% and drop Crime Rate in all that nation's cities by 10%, but the party leader staying the night with a non-spouse companion drops Castle Morale by 60% and Crime Rate in all Towns rise by 10% if they have no spouse. If married and either the nation leader or their spouse spends the night with a non-spouse companion, Castle Morale will instead drop 80% and Crime Rates across all Towns will rise by 25%.

Pantheon
Farms and Mines produce 25% more. Pantheon Priests will randomly visit Farms and Mines by their nation leader, and if the Farm/Mine that the Priest is visiting is captured by another nation, Castle Morale will drop by 50% and Crime Rate will rise in all cities by 50%. The AI of other nations will also factor the presence of a Pantheon Priest on a territory in their calculations as to what territory to invade (or to better defend if their religion is Pantheon).

Centumvirate
The Centumvirate will demand the capture of a territory with a Town, Farm or Mine. Successfully capturing the demanded territory (only through direct takeover, not killing a nation leader or through marriage) raises Castle Morale by 50% and reduces the Crime Rates of all Towns owned by that nation by 50%. If a Town was demanded to be captured, a demanded Town will add 2000 Mez, a demanded Farm will add 1000 Food, and a demanded Mine will add 200 of that Mine's mineral. If another nation captures the Centumvirate nation's territory of the demanded type, that nation will lose the above morale/Crime Rate/resources rather than gain it.



Ruling Approaches

Imperialist
Towns, Farms and Mines produce 5% more per territory owned by the nation.

Mercantile
Gain 100% more from trade deals with other nations (the actual amount given or taken in trade deals does not change per nation -- those with this ruling approach gain the free 100% resources out of nowhere).

Tyrant
When accompanying a nation's leader, their soldiers gain 2x HP and 2x Attack. When the invasion formula applies, soldiers gain 150% more offense/defense if their nation's leader is with them. Every month, Crime Rate rises an additional 10% in all Towns and Castle Morale drops an additional 10%.
Cubic Cosmos - Ellen
Hail, Cosmonauts!

We've just released Cubic Cosmos Demo v0.0.9.38, fixing a few known issues and making improvements and adjustments to the game. Details are below:

Update Version
v0.0.9.38

Update Details

Fixes
  • Fixed an issue where you sometimes could not click pawns on the field.
  • Fixed an issue where Waxwyrm would give repeated buffs to large enemies.
  • Fixed an issue where Swordplay would not correctly transmit Potency to creatable cards.
  • Fixed a display issue with discount tags at the Shop, as well as some other display issues.
  • Fixed an effect trigger issue for Purified Scepter.
Features and Stats Adjustments
  • Changed the calculation method for card scores, and expanded the score bounds for Doll cards appearing at Level 3/4 Shops.
  • Changed icon for hero Dragondroid.
  • Added probabilities for discounts at the Pack Shop.
  • Changed background music during runs.
  • Slightly increased Might and Health for the final boss in Chapter 3.
We invite you to check out the latest version of the game! If you encounter any issues while playing, please contact us via our community pages or other means.
Discord
The Demon Rush: Legends Corrupt - Dragoon Canada
The information below is for the upcoming currently unreleased Warbeasts expansion, but is meant to provide further details about Allisara and the Warbeasts. What is included here is subject to change as testing and balancing continue, but is added here to provide context for what can be expected.



Allisara

Name: Allisara Luka Tilandrei XII
DOB: October 29, 1897 (story takes place in 1919)
Element: Water
Weapon: Quarterstaff

Playstyle: Evasive/Area Control

Maximum Stats (through Soul Triad only, no weapons)

HP - 100
Attack - 20
Defense - 0%
Combat Movement - 50%

Flow

Allisara's dodges are unique compared to the rest of the cast. Unlike other characters, her dodges can change direction mid-dodge and every time she dodges, she adds Flow Clouds to the battlefield which remain in play for 5 seconds at base.

These Flow Clouds can be used for a variety of purposes -- for Flowspike to turn Flow Clouds into spiky area-of-effect damage, for Flowheal to heal party members touching the Clouds, for Flowcharge for party Attack buffs, for widespread immobilization with Trance, and enhancements for Body abilities like Surfstaff and Channelstrike to name a few uses.

Learnable Active Abilities:

Body

Pushback (initally unlocked) - Inflicts Stagger at close range. Allisara's Pushback can be improved through Soul Triad to add Flow Clouds to the battlefield on successful Pushback.
Knockdown (initially unlocked) - Inflicts Knockdown at close range. Story/Endless Dungeon passives can allow Knockdown to remove 5 seconds of cooldown from all of Allisara's Body abilities.
Staff Spin - Deals Attack x 1 damage per 1/4 second around the user for 1 second, and is controllable similar to Jimmy's Twister and Caesara's Bladewheel. Through Soul Triad, can have its damage and cooldown improved, can gain invincibility, and can add Flow Clouds on Staff Spin's end. Story/Endless Dungeon passives can allow for 3x damage if Staff Spin hits an enemy inside one of Allisara's Flow Clouds.
Surfstaff - A dash attack that propels Allisara forward and deals Attack x 2 damage. If Allisara makes contact with one of her Flow Clouds during Surfstaff, Surfstaff will extend along the Flow Clouds in the order they were placed (newest to oldest) until a Flow Cloud is too far away or there are no Flow Clouds left in the chain. Through Soul Triad, can have its damage and cooldown improved, can gain a leaping finisher attack when reaching the end of a Flow Cloud chain, and during the Body Field Effect can gain increased Surfstaff and finisher power for each Flow Cloud currently travelled through during that Surfstaff use.
Channel Strike - A powerful attack that deals Attack x 3 damage. Before the attack, Allisara spends 2 seconds winding up and absorbing her active Flow Clouds, and changes the base damage output to Attack x (3 + (0.1 per absorbed Flow Cloud)). Through Soul Triad, can have its damage and cooldown improved (including a 4x damage boost during Body Field Effect).

Mind

Flowspike (initially unlocked) - Allisara turns all of her active Flow Clouds into area-of-effect spikes, each of which deal Attack x 0.15 damage. Through Soul Triad and Weapons, can have its damage improved. Story/Endless Dungeon passives can allow for 8x more damage during Mind Field Effect.
Flowheal (initially unlocked) - Allisara turns all of her active Flow Clouds into healing energy, which heals any party members touching a Flow Cloud for 20 HP at base (only once per Flowheal trigger). Through Soul Triad and Weapons, can have its healing improved.
Flowwarp - Allisara warps to her oldest Flow Cloud, dealing Attack x 1 damage to the area and boosting duration of her active Flow Clouds by 0.5 seconds. Through Soul Triad, can have its damage and cooldown improved, and can grant the party a buff of Attack + 1 per active Flow Cloud. Story/Endless Dungeon passives can allow for Flow Cloud duration to be boosted further during the Mind Field Effect.
Flowcharge - For 8 seconds, Allisara gains Attack + 1 and Defense + 1% for each active Flow Cloud she has in play. Through Soul Triad, can make it so the Mind Field Effect doubles the Attack and Defense gains of Flowcharge.
Flowcurrent - For 2 seconds, Allisara rotates all of her active Flow Clouds around the battlefield, boosts their duration by 2 seconds, and any enemy touching one of her Flow Clouds suffers Attack x 0.1 damage every 1/5 second. Through Soul Triad, can have its damage and cooldown improved, and can gain damage boost during Mind Field Effect/damage reduction/status immunity while Flowcurrent is active.

Water Siphon

Spellsling (initially unlocked) - Allisara fires a projectile that deals Attack x 2 damage. Through Soul Triad, can have its damage and cooldown improved, and can make it so the Water Field Effect boosts damage by 20x and reduces cooldown by 10 seconds. Story/Endless Dungeon passives can allow for Flow Clouds to be added if Spellsling hits an enemy.
Lifegrant (initially unlocked) - Heals all living party members for 10 HP at base. Through Soul Triad, can have its damage and cooldown improved, and can make it so the Water Field Effect further doubles healing power, revives all dead party members and reduces cooldown by 5 seconds.
Mist - For 8 seconds, Allisara's Flow Clouds slowly increase in size and deal Attack x 0.1 damage every 1/5 second at base. Through Soul Triad, can have its cooldown improved, and can make it so the Water Field Effect boosts damage by 10x and reduces cooldown by 10 seconds. Story/Endless Dungeon passives can allow for the Water Field Effect to grow Flow Clouds at 3x Mist's normal growth speed.
Trance - For 5 seconds, enemies that are touching one of Allisara's Flow Clouds cannot move or dodge. Through Soul Triad, can have its cooldown improved, and can make it so the Water Field Effect reduces enemy damage output by 80% while they are trapped in a Trance-powered Flow Cloud and reduces cooldown by 10 seconds.
Fellriver - Allisara fires out a stream of water that deals Attack x 1 damage. Through Soul Triad, can have its damage and cooldown improved, and can make it so the Water Field Effect boosts damage by 6x and reduces cooldown by 10 seconds.

Weapons

Quarterstaff (default weapon) - Boosts Attack stat by 5% per weapon level (allowing Allisara's max Attack stat to reach 30). Like all default weapons, good for practically any style of play.
Royal Sceptre - Allisara's Flowspike Damage is boosted by 40% per weapon level. Useful for Mind Field Effect teams, so that Allisara can make use of her Story/Endless Dungeon passive to make Flowspike (which has a 1 second cooldown) put out more reasonable damage to a large area.
Bladestaff - Allisara's Body abilities deal 20% more damage per weapon level. Meant primarily for Body Field Effect teams.
Legendary Rake - Allisara's basic attacks draw her Flow Clouds closer to her, and her basic attacks are boosted by 10% per weapon level per Flow Cloud that she is currently in. While her low Attack would make her typically more reliant on ability usage, Allisara's high attack speed and her basic attack-focused Warbeast, Aquigere, allow her to work more synergistically with her Warbeast if Aquigere is the player's go-to Warbeast summon.
Fire Rod - Makes Allisara Fire elemental as well as Water elemental, and basic melee attacks add to the Fire Siphon Field Effect. Primarily useful for supporting Cook, Jimmy and/or Caesara in their own Fire Siphon builds.
Mist Staff - Boosts the damage of Water Siphon abilities by 10% per level. In this case, this applies to Spellsling, Mist and Fellriver, and is applied mainly for Allisara's Water Siphon builds, while not having to deal with the sacrifices of the more Water Siphon-oriented Sharktooth Staff.
Asclepius - Allisara's Flowheal Power is boosted by 4 HP per weapon level. As Allisara's Flowheal is only on a 1 second cooldown, this turns her into a very powerful healer.
Leviathan - Allisara's Flow Clouds last 0.2 seconds more per weapon level. Useful for builds that require Flow Clouds to be out for longer periods (as opposed to transformational abilities like Flowspike and Flowheal), particularly for Surfstaff, Channel Strike, Flowwarp, Flowcharge, Mist and Trance.
Sharktooth Staff - Allisara can no longer produce Flow Clouds, but all of her cooldowns are reduced by 0.5 seconds per weapon level. Since Allisara relies very heavily on her Flow for her abilities, this is primarily used for Water Field Effect teams, as Allisara's Spellsling, Lifegrant and Fellriver are not reliant on Flow. Spellsling and Fellriver in particular can get zero cooldown with Sharktooth Staff, Water Field Effect and all of their cooldown passives, allowing Allisara to act as a distance-caster and an excellent Water Field Effect maintainer.

Extreme -- Mist Hazard

Allisara's Flow Clouds begin growing larger for 15 seconds, and each Flow Cloud deals damage every 1/5 second based on its current size.

Heist passives

Ground Team -- Flow Force - The Ground Team's Attack stat is boosted by 1 and their Defense stat is boosted by 1% per active Flow Cloud in play. Useful for general offense and defense for any team, though it may rely on unnecessary dodging from Allisara to keep the buffs high for her two teammates.

Recon Team -- Spy Games - Enemies will not see and join in with other enemies who are currently pursuing a team. Does not affect Thormia and Hellhounds. Useful for avoiding fights in crowded areas.

Getaway Team -- Heavy Fog - Enemy sight range outside of the building is reduced by 1 (minimum of 1). Can be useful for making it to the roads a bit easier.

Naval Conquest abilities

Naval Magic -- Psychic Influence - On selecting an enemy monster, it will gain 5x max HP, have its health refilled, and it will fight alongside the player until the battle ends.

Naval Passive -- Born Strategist - If morale is over 50%, the player boat's damage and boarding decreases from their own cannonfire and ram damage is multiplied by (100% + (Morale - 50%)).

RopeRange ability

Royal Prerogative - If a sawblade is currently under player ownership, no sawblade can cut the player's rope.

Prison Break crime

Perjury - If her Hygiene is 80% or higher, Allisara is able to approach and convince a guard that she herself is a guard. Doing so will immediately put Allisara in a guard uniform without requiring or expending a guard uniform from her inventory. However, going through with this action will drop Allisara's Unity by 50%.



Warbeasts

Omneon, Warbeast of Power (Cherry)

Stat growths per level -- HP + 30, Attack + 7
Max stats at level 15 -- HP - 550, Attack - 125, Defense - 0%, Combat Movement - 0%

Summary -- A Warbeast that focuses only on inflicting high damage with a wide range of attacks. Has only active abilities (no customizable passive abilities like the others) and is the weakest Warbeast defensively.

Abilities

Armageddon -- For 5 seconds, the user deals Attack x 0.8 damage every 1/5 second to a radius of 5 body widths around the user. Has a base cooldown of 30 seconds. Each level boosts Armageddon's damage by 10% and reduces cooldown by 1 second. At level 6, the duration of Armageddon is boosted to 8 seconds.
Chromakill -- The user fires laser beams in front of them that deals Attack x 3 damage. Has a base cooldown of 15 seconds. Each level boosts Chromakill's damage by 10% and reduces cooldown by 0.5 seconds. At level 6, enemies hit by Chromakill suffer instant death if their current HP is at 20% max HP or less.
Full Throttle -- Dash attack that deals Attack x 2 damage and inflicts Knockdown. Has a base cooldown of 8 seconds. Each level boosts Full Throttle's damage by 10% and reduces cooldown by 0.5 seconds. At level 6, the user's attacks deal 2x damage to enemies suffering from Knockdown.
Annihilate -- Slow, high-damage Power attack that deals Attack x 5 damage. Has a base cooldown of 15 seconds. Each level boosts Annihilate's damage by 20% and reduces cooldown by 0.5 seconds. At level 6, Annihilate's damage output is further quadrupled.


Charytio, Warbeast of Betrayal (Knight)

Stat growths per level -- HP + 40, Attack + 5, Defense + 2%
Max stats at level 15 -- HP - 700, Attack - 95, Defense - 30%, Combat Movement - 0%

Summary -- A Warbeast that grows heavily in power as their summoner's HP decreases. Requires high risk and/or a dead summoner to function at its most effective.

Abilities

Traitor's Sprint -- Dash attack that deals Attack x 1 damage. Damage is boosted by ((100% - Summoner's HP%) x 3). Has a base cooldown of 8 seconds. Each level boosts Traitor's Sprint's damage by 20% and reduces cooldown by 0.5 seconds. At level 6, this ability's damage boost is altered to ((100% - Summoner's HP%) x 13).
Miasma -- Adds a persistent area of poison gas that lasts for 5 seconds. Enemies within the poison gas suffer Attack x 0.3 damage every 1/5 second and become Poisoned. Has a base cooldown of 15 seconds. Each level boosts Miasma's damage by 10% and reduces cooldown by 0.5 seconds. At level 6, Miasma deals 4x damage and boosts Poison damage by 8x if enemy is acting within a Miasma cloud.
Adrenaline (passive) -- As the summoner's HP lowers, the user's damage output is multiplied by (100% + ((100% - Summoner's HP%) x (50% + (10% per level)))). At level 6, both the party and the user gain Attack + 40 while the summoner's HP is at 50% or lower and the user is in play.
Crush the Vulnerable (passive) -- The user's damage to an enemy is multiplied by (100% - Enemy's HP%) x (100% + (50% + (10% per level))). At level 6, the party gains this ability while the summoner's HP is under 50% and the user is in play.


Themimanthus, Warbeast of Judgement (Alberto)

Stat growths per level -- HP + 50, Attack + 3, Defense + 4%
Max stats at level 15 -- HP - 850, Attack - 65, Defense - 60%, Combat Movement - 0%

Summary -- A defensive Warbeast that focuses on reducing damage and healing. Is not very strong offensively and, in Story/Endless Dungeon, requires niche Siphon Field Effect handling to boost team offense.


Abilities

Decree -- Sweeping attack that deals Attack x 2 damage. Has a base cooldown of 8 seconds. Each level boosts Decree's damage by 20% and reduces cooldown by 0.5 seconds. At level 6, Decree heals the user and all party members for 10 HP per enemy hit.
Purge -- Beam of light from above that deals Attack x 2 damage. Has a base cooldown of 15 seconds. Each level boosts Purge's damage by 20% and reduces cooldown by 1 second. At level 6, Purge inflicts a debuff that cause the target to deal 50% less damage for 5 seconds.
Courage (passive) -- As the summoner's HP lowers, the user's received damage is reduced by ((100% - Summoner's HP%) x (5 per level))%. At level 6, both the party and the user take half damage while the summoner's HP is at 50% or lower and the user is in play.
Balanced Battlefield (passive) -- During a Siphon Field Effect that does not match the user or party member's element that character deals 10% more damage per level and suffers 5% less damage per level if the user is in play. At level 6, basic attacks for the party and user inflict Stun during any Siphon Field Effect.


Attregor, Warbeast of Siege (Tara)

Stat growths per level -- HP + 70, Defense + 6%
Max stats at level 15 -- HP - 1150, Attack - 20, Defense - 90%, Combat Movement - 0%

Summary -- Heavily defensive Warbeast with stall tactics that focuses on getting stronger the longer the fight goes on for. Is very limited and weak offensively, and requires being in play for a long time to provide decent damage.

Abilities

Poliorcetic Charge -- Dash attack that deals Attack x 2 damage. The damage further increases by 1% for every second that the user has been active on the battlefield for. Has a base cooldown of 15 seconds. Each level increases Poliorcetic Charge's damage by 20% and decreases cooldown by 1 second. At level 6, the damage increase becomes 3% per second.
Greatwall -- The user and all party members reduce the damage from 1 attack to 0. Has a base cooldown of 30 seconds. Each level increases the number of nullified hits by 1 (does not stack on recast) and reduces cooldown by 1 second. At level 6, if the user or party member has nullification hits left, their damage is boosted by (10% x number of nullification hits left).
Danger Zone (passive) -- Enemies within 10 body widths of the user suffer 1% more damage per level for every 20 seconds the user is in play. At level 6, the area is boosted to 20 body widths.
Starve (passive) -- For every second the summon is in play for the current battle, all enemies lose 0.25% Attack Stat up to 8% per level (until the user is removed from play). At level 6, when the percentage of Attack stat lost from Starve becomes 45% or higher, the enemy suffers from Stagger every 2 seconds.


Ciunatur, Warbeast of Silence (Pound)

Stat growths per level -- HP + 60, Attack + 2, Defense + 4%
Max stats at level 15 -- HP - 1000, Attack - 50, Defense - 60%, Combat Movement - 0%

Summary -- A Warbeast focused on blocking and adding cooldown to enemy abilities to heavily restrict the enemy's options. Is less useful if the enemy is not reliant on abilities or they have special traits that are not associated with cooldowns.


Abilities

Silence -- Adds 4 seconds to ability cooldowns of all enemies (if the cooldown for each individual ability is active). Enemies dodging or otherwise invincible are not affected. Has a base cooldown of 15 seconds. Each level increases Silence's Cooldown Add times by 0.5 seconds. At level 6, Silence inflicts Stagger to all enemies it hits.
Exhaustion Aura -- For 5 seconds, the user deals Attack x 0.1 damage every 1/5 second to a radius of 5 body widths around the user. Damage is boosted by 50% for each active cooldown the target has. Has a base cooldown of 15 seconds. Each level boosts Exhaustion Aura's damage by 20% and reduces cooldown by 0.5 seconds. At level 6, block-staggering an enemy causes Exhaustion Aura to deal 500% damage per active cooldown instead of 50%.
Higher Standard (passive) -- Enemy basic attacks deal 8% less damage per level while the user is in play. At level 6, enemies who attack a blocking character with basic attacks trigger a buff on the blocking character that doubles block heal speed for 5 seconds.
Stalwart (passive) -- Party members who are blocking take 10% less damage per level (minimum 1 damage received) while the user is in play. At level 6, enemies attacking a blocking party member get 0.5 seconds added to all of their active cooldowns (if the attack does not bring the blocking party member's HP to 0).


Nemegatus, Warbeast of Command (Cook)

Stat growths per level -- HP + 50, Attack + 3, Defense + 4%
Max stats at level 15 -- HP - 850, Attack - 65, Defense - 60%, Combat Movement - 0%

Summary -- A Warbeast that gains power from party members or enemies being in close proximity. Is overly reliant on position and can put the party at a disadvantage to strong area-of-effect attacks.

Abilities

Shock and Awe -- Power attack that deals Attack x 5 damage. Has a base cooldown of 20 seconds. Each enemy hit reduces the cooldown by 2 seconds. Each level boosts Shock and Awe's damage by 30%. At level 6, the cooldown reductions become 4 seconds per enemy hit rather than 2 seconds.
Dishearten -- Deals Attack x 2 damage to radius of 5 body widths around the user. Each party member within 10 body widths reduces the cooldown by 2 seconds and boosts damage by 100%. Has a base cooldown of 15 seconds. Each level boosts Dishearten's damage by 20% and reduces cooldown by 1 second. At level 6, Dishearten inflicts Stun if a party member is within 10 body widths, and adds 2 seconds of Stun for each additional party member.
Calculus of War -- Forces all enemies to target the user for 5 seconds and drags all enemies closer to the user. Has a base cooldown of 20 seconds. Has less priority than Provoke and Cacophony. Each level boosts Calculus of War's duration by 0.5 seconds and reduces cooldown by 0.5 seconds. At level 6, enemies targetting the user deal 50% less damage and take 50% more damage from the user and party while Calculus of War is active.
Leadership (passive) -- Party members within 10 body widths of the user take 5% less damage per level and deal 5% more damage per level. At level 6, the summoner gains the same ability (which applies to the user and other party members except for the summoner) if the user is in play (party members covered by both user and summoner have their damage and damage reduction buffs apply multiplicatively).


Vodyadel, Warbeast of Shadows (Claire)

Stat growths per level -- HP + 40, Attack + 5, Defense + 2%
Max stats at level 15 -- HP - 700, Attack - 95, Defense - 30%, Combat Movement - 0%

Summary -- A Warbeast that focuses on invisibility and debuffing enemy defenses. Relies heavily on ally and enemy positioning and counts on the rest of the party to immobilize the enemy from dodging.

Abilities

Shadow Tag -- Projectile that deals Attack x 1 damage and makes the user hidden to the enemy for 8 seconds on hit. Has a base cooldown of 8 seconds. Each level boosts Shadow Tag's damage by 20% and reduces cooldown by 0.5 seconds. At level 6, Shadow Tag deals 8x more damage to enemies already affected by Shadow Tag.
Monster of the Dark -- Adds a persistent shadow zone for 30 seconds that hides the user and any party members standing inside the shadow's area and boosts the damage of the user and party members within the shadow by 10% per level (only once, not for each shadow zone). Has a base cooldown of 8 seconds. At level 6, Monster of the Dark deals Attack x 8 damage if enemies are touching a new shadow zone as it is added.
Lockdown -- On trigger, all enemies touching a Monster of the Dark shadow zone (that are not dodging or otherwise invincible) suffer Attack x 1 damage and cannot move or dodge for 3 seconds. Has a base cooldown of 20 seconds. Each level boosts Lockdown's damage by 100% and reduces cooldown by 1 second. At level 6, enemies suffering from Lockdown's movement debuff takes 50% more damage.
Revenant Shade (passive) -- While the user is in play, enemies inflicted with Shadow Tag take 10% more damage per level from attacks. At level 6, this value is boosted to 20% more damage per level rather than 10%.


Aonbharret, Warbeast of Blood (Jimmy)

Stat growths per level -- HP + 50, Attack + 4, Combat Movement + 10%
Max stats at level 15 -- HP - 850, Attack - 80, Defense - 0%, Combat Movement - 150%

Summary -- A high-speed offensive Warbeast that can be customized for counterattacks and getting stronger as the fight goes on. Is far too wild in its approach to battle and often drags the fight elsewhere.

Abilities

Nightmare -- Dash attack that deals Attack x 3 damage and moves the user forward until they make contact with a wall or boundary. Has a base cooldown of 5 seconds. Each level boosts Nightmare's damage by 30%. At level 6, the user takes half damage and becomes immune to status ailments while using Nightmare.
Ragestomp -- Deals Attack x 2 damage and Knockdown to a radius of 5 body widths around the user. Has a base cooldown of 8 seconds. Each level boosts Ragestomp's damage by 20% and reduces cooldown by 0.5 seconds. At level 6, Ragestomp deals 3x damage to enemies suffering from Knockdown (even if Ragestomp is what triggers the Knockdown).
Bloodlust (passive) -- Every Nightmare use adds (1% per level per Nightmare use) to all of the user's damage for the current battle. At level 6, the user gains Attack + 1 per Nightmare use that battle.
Sanguine (passive) -- If this ability level is at least 1, every hit to the user counters for 20 damage per level. At level 6, the damage is further multiplied by (100% + (100% - Summon's HP%)).


Alleroch, Warbeast of Fidelity (Brooks)

Stat growths per level -- HP + 70, Attack + 2, Defense + 2%
Max stats at level 15 -- HP - 1150, Attack - 50, Defense - 30%, Combat Movement - 0%

Summary -- A Warbeast focused on defensive support that gains power based on the actions of its summoner. Is weak offensively if its summoner has too many poorly timed cooldowns or does not block enough.

Abilities

Conviction -- Dash attack that deals Attack x 2 damage. Has a base cooldown of 5 seconds. Each level boosts Conviction's damage by 30%. At level 6, Conviction deals (12 - (4 * x)) times more damage, where x is the number of active cooldowns for the summoner (multiplier will not decrease below 1).
Faith -- Decrease current active cooldowns for all abilities of party members (not the user) by 2 seconds. Has a base cooldown of 20 seconds. Each level reduces Faith's cooldown by 0.5 seconds. At level 6, the cooldown reduction for party members is boosted from 2 seconds to 5 seconds.
Immovable -- Grants the user and party members status immunity for 5 seconds. Has a base cooldown of 15 seconds. Each level boosts Immovable's duration by 0.5 seconds. At level 6, the user and party members take half damage while Immovable is active.
Evervigilant (passive) -- While the user is in play, the user and all party members take 5% less damage per level while the summoner is blocking. At level 6, the user and all party members deal 50% more damage while the summoner is blocking.


Chrysomalliege, Warbeast of Crusades (Caesara)

Stat growths per level -- HP + 30, Attack + 4, Defense + 6%
Max stats at level 15 -- HP - 550, Attack - 80, Defense - 90%, Combat Movement - 0%

Summary -- A Warbeast that gains in power as more enemies are killed while it is in play (and can apply this power to the party). Is considerably less useful if fights contain only one enemy or it is summoned late in the fight.

Abilities

Purifying Flames -- Short-range flamethrower attack that deals Attack x 0.1 damage every 1/10 of a second and lasts for 3 seconds. Has a base cooldown of 8 seconds. Each level boosts Purifying Flames' damage by 30%. At level 6, Purifying Flames deals 50% more damage and reduces cooldown by 0.25 seconds for each enemy killed in the current battle since the user was in play.
Holy War -- Deals Attack x 2 damage to a radius of 5 body widths around the user. Has a base cooldown of 15 seconds. Each level boosts Holy War's damage by 20% and reduces cooldown by 1 second. At level 6, Holy War deals 50% more damage and reduces cooldown by 0.25 seconds for each enemy killed in the current battle since the user was in play.
Burn On (passive) -- For every enemy killed in the current battle since the user is in play, the user's damage is boosted by 2% per level per enemy killed. At level 6, this bonus applies to the party so long as the user is in play.
Liberation (passive) -- When an enemy is killed and the user is in play, the user and all living party members are healed for 1 HP per level per enemy killed in the current battle since the user first came into play. At level 6, the user and the party gain 0.5 seconds of invincibility per enemy killed in the current battle since the user first came into play when an enemy is killed (extra uses do not stack, just brings the invincibility timer to the highest current value).


Aquigere, Warbeast of Inteception (Allisara)

Stat growths per level -- HP + 60, Attack + 2, Defense + 4%
Max stats at level 15 -- HP - 1000, Attack - 50, Defense - 60%, Combat Movement - 0%

Summary -- A mobile Warbeast that focuses on Stagger and heavily buffing the party's basic attacks. Typically not useful if the party does not have members that are set up to make use of high damage basic attacks.

Abilities

Harrier -- Dash attack that deals Attack x 2 damage and Stagger. Has a base cooldown of 5 seconds. Each level boosts Harrier's damage by 20% and reduces cooldown by 0.25 seconds. At level 6, the user cannot be targetted during Harrier, and if the enemy is already Staggered when Harrier hits, Harrier deals 8x damage to that enemy.
Emissary -- For 5 seconds, basic attacks for party members deal 50% more damage per level and hit all enemies that are not dodging or otherwise invincible. Has a base cooldown of 15 seconds. Each level reduces cooldown by 0.5 seconds. At level 6, party members using basic attacks cannot be block-staggered while Emissary is active.
Agency (passive) -- Successfully blocking an attack puts a debuff on the attacking enemy that causes them to suffer (40% x Level) more damage from basic attacks for 5 seconds. At level 6, the duration of the debuff is boosted to 10 seconds.
Intercession (passive) -- If this ability level is at least 1, basic attacks that hit an attacking or acting enemy deal 10% more damage per level. At level 6, basic attacks get an additional 2x damage when Intercession triggers.
EA SPORTS FC™ 24 - TEAM
Play as teams from Major League Soccer and the National Women’s Soccer League in Kick-Off until 14 May.

Available modes, features, and content (“Content”) are not available at all times and in all territories and are subject to change.



https://store.steampowered.com/app/2963840/EA_SPORTS_FC_25_SHOWCASE/
The Demon Rush: Legends Corrupt - Dragoon Canada
The Warbeasts expansion is currently in the middle of testing and balancing, and a preview video for it is available on YouTube here.

Like previous preview videos, this preview covers the biggest additions that will be added with the Playstation 4 and PC versions of the Warbeasts expansion, with the primary additions of the expansion as follows:

  • A new 11th playable character, Allisara, a psychic princess with a focus on evasion and area control, will be playable in all modes.
  • A new summoning mechanic, Warbeasts, will be available for Story Mode and Endless Dungeon. Warbeasts are summon monsters that are unique to each playable character.
  • A new Strategy Mode, Counterintelligence, will have the player utilize their nation's military, economy, espionage and alliances to deal with multiple nations run by other playable characters.
  • A new Action Mode, Summoner's Onslaught, is a duplicate of Onslaught Mode with one exception -- the player fights alongside their character-specific Warbeast and must keep both themselves and their summon alive.
  • A new story arc in a new world will be added to Story Mode, with its own main questline, story-based side quests (which primarily has Warbeasts as rewards) and an optional superdungeon. 10 Warbeasts Challenges will also be added to Story Mode, which includes its own unique bosses in its final Challenge.

There is a possibility that some of what's been included in these news events and the preview video could be changed before release if there is an issue in testing or balance.

The next update for the Warbeasts expansion will likely end up being its release, as the current work remaining is primarily testing and balancing.
Banner of Conquest - haojoy_games
Adjusted the placement of certain Treasure contents

Balanced stats for specific officers
Boxing School - Raptor Claw Games
Hey everyone!

The long-awaited sequel to Boxing School is finally out and now available on Steam. Get ready to fight. It is time to become king in the ring.


- Unleash Your Potential As Boxing Manager
- Feature-packed successor with many cool new features
- Full of action and drama with great ambition, struggle and passion

Here is a special bundle offer for all of you:
For all our supporters of the first game. Here is a special offer for you.
https://store.steampowered.com/bundle/52553/Boxing_School_Bundle/

"Our goal is that the sequel maintains the feeling and soul of Boxing School"

Development history
When we as a 2-man team started working on Boxing School 8 years ago we could never have imagined the massive response it would get. It has been truly rewarding to see so many people playing and enjoying the game through the years. And it has been challenging to plan and develop the sequel in a way that maintains the feeling and soul of Boxing School. It has not been easy but we are proud over the result and we hope all of you will enjoy the sequel as much as the first game.

Thanks for your support!

https://store.steampowered.com/app/2627410/Boxing_School_2/
4:08
Crosswind - Bambino
Ahoy, adventurers, and welcome back to our devblog!

Disclaimer: Many of the features you’ll read about here are still in Alpha and subject to significant change in future updates.

It’s hard to believe we’ve already sailed into April, with blossoms on the horizon and the promise of warmer seas ahead. Behind the scenes, our crew has been hard‑at‑work preparing the long-awaited Alpha test.

In the meantime, we wanted to take you on another little behind‑the‑scenes voyage. Game development is hard, and very often things break in the process. The upside: you can have a good laugh about it. Well, if it happens before you release the game, at least.

Pay attention to this one: we’ve added the nicknames of those who participated in our previous event there in the credits. Thank you for being the legends you are!



Following your requests, this devblog dives straight into base building—something that most survival gaming enthusiasts love!



Building in Crosswind: Shelter, Settlement and Beyond
In Crosswind, building is about self‑expression, progression, and shaping the world. Every structure should feel rooted in its biome and echo the story you’re living. From your first humble shack to a towering fort, construction always aims to remain a seamless part of the adventure.


Our philosophy is simple: while building is a core part of survival in Crosswind, we’ve designed it to be as welcoming and intuitive as possible. Yes, you’ll need a basic roof to rest and a shelter to house your workbenches—but beyond that, it’s entirely up to you how far you take it.

Whether you prefer the simplicity of a quick shelter or dream of building a sprawling pirate haven, our goal is to shape a system that supports your pace, style, and imagination. It’s a work in progress, of course—and a part of a long journey. But we’re committed to making that first step feel approachable and rewarding. From there, who knows where your creativity might take you?


Core building principles
In practice, we believe building should be:
  • Simple. Newcomers, minimalists who just need a roof, or even those curious about survival games but daunted by the idea of complex building systems—all are welcome here.

    We’ve made sure you can raise a sturdy shelter in seconds using large modules and one-click blueprints. It’s fast, intuitive, and designed to ease you in gently, so you can get back to exploring and adventuring without being overwhelmed.

  • Flexible. Efficiency lovers get fine‑grained tools: precise angle rotation, optional snapping, Z‑axis nudging, and an in‑menu building preview showing you the exact piece before placing it.

    Our unofficial benchmark? If a determined captain can’t kitbash a passable Millennium Falcon, we need to loosen the rules.

  • Beautiful. For builders who treat design as end-game content, snapping can be turned off, small detail pieces can be layered freely, and décor can be stacked to your heart’s content.

    And for those who value speed and flow, we’re introducing a special “Quick-Brush” mode: just hold the left mouse button and sweep your cursor to lay down walls, floors, or roofs in one continuous, satisfying motion. Creativity and efficiency shouldn’t be at odds—and with tools like this, they don’t have to be.


  • Performance‑minded. We’re stress‑testing to find out how many blocks you can stack before the frame‑rate flinches. The goal is “a lot.” We’ll do our best to ensure that, with ongoing optimization, ambitious architects won’t have to choose between grand scale and smooth FPS—fingers crossed!
We also support basic terraforming. It’s still early and quite primitive, but it already allows you to shape the ground and prepare terrain for your builds.



From Bedrolls to Pirate Forts
Your journey starts with bedrolls, campfires, and makeshift roofs. Soon you’ll be adding workbenches, kilns, and palisades. Just place an upgrade module next to any workstation to unlock new tiers:
  • Want to toss your tools around wherever it’s convenient? Go for it.
  • Prefer to build a majestic blacksmith’s hall with every detail in place? That works too.
No penalties either way—it's all about your style, not restrictions.

Comfort works the same way: hang trophies wherever you like, and the settlement counts their bonus automatically. Beauty is optional; utility never is. Chase pure efficiency or indulge your inner architect—either way, you’ll get every perk with zero debuffs.

In Crosswind, the world may be full of myths and wonders, but it’s still grounded in a sense of physical logic. That’s why we’re also introducing building integrity—a system that gently nudges structures to follow the natural rules of the world they exist in. No floating towers or endless bridges stretching across the sea. It’s not here to stifle your creativity, but to keep your creations feeling rooted, believable, and in harmony with the world around them.

After all, building should feel like a natural extension of the journey—woven into the fabric of your swashbuckling fantasy. In a world inspired by the spirit of Treasure Island and classic high-seas tales, every fort, dock, and lookout should feel like it belongs—each one a testament to the adventure that shaped it.

We’re also adding what we internally call aesthetic merging—a system designed to make modular builds feel more natural and cohesive. Instead of obvious seams and visual clutter between individual pieces, this tech helps smooth out transitions, so even complex constructions look unified and handcrafted rather than like stacked Lego bricks. It’s still a work in progress, but we believe it’ll go a long way in helping your creations feel more like real, lived-in structures and less like game systems showing through.



Player Progression and Protection
Losing everything while you’re offline is the worst, so we’ve built in safeguards—construction included. Your personal story islands are private by default: solo or invite‑only co‑op, no random visitors.

And just to reassure you—during the upcoming playtest, all building will take place in safe zones only. No raids, no base wipes, no lost progress. Build at your own pace, focus on fun, and help us shape what comes next.

Important note: as the game evolves and new features are added, we’ll occasionally need to reset progress between playtest phases. With so much changing under the hood, occasional wipes are necessary to keep things stable. That said, in the long run, your personal world and its progress are meant to be yours to shape and keep—this core concept won’t change.

Future Plans
We know not everyone dreams in timber and stone. If building’s not your thing, don’t worry—we’re doing our best to keep the experience smooth, flexible, and never overwhelming. You’ll be able to set up what you need and jump right back into the adventure.

Looking further ahead, wanderers—merchants, quest‑givers, or would‑be crewmates—will occasionally arrive at your settlement. You’ll be able to recruit them to help gather materials, craft gear, and support your progression over time. These visitors are the first step toward a broader “crew” system that connects the people you meet on land with the roles they’ll take aboard your ship. We’re still ironing out the details, and we’ll be happy to see whether this direction resonates with you.



We’re also looking into how building might evolve into other parts of the game—more on that later.



And that’s a wrap! While this update focused on building, we’ve seen all your questions across the comments—and we’re already charting the course for future devblogs to dive into them. For now, we’re just thrilled to have you aboard. The journey’s just beginning, and we can’t wait to keep shaping Crosswind together.

Yours truly,
— Crosswind Crew
LOLLIPOP CHAINSAW RePOP - deguchi_n
▼Major changes included in the latest update
1.Bug Fix
Fixed a bug that sometimes prevented players from progressing through the stages correctly in Nightmare Mode.
Arena dei carri armati: operazione totale - miggago
Steam Game War Festival is coming soon, and we have prepared a bonus CDKEY for all the military and civilians who love war games.
It allows you to upgrade directly to level 25 in the game, and you can also get 980 in-game gold worth $14.99.

We also held some events in the game to give back to new and old players. More free gift packs!
Redemption Code: ZDQQWT35NCM
Redemption Process:
  1. New players need to reach level 8 in the game. (Old players can redeem directly)
  2. After reaching level 8, the "Event" icon will appear in the upper right corner of the main interface。
  3. Click the icon to enter the "Event" page.
  4. Click the "Five-pointed Star" icon on the left to enter the redemption code page.
The diagram is as follows:


...

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