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MOVE OR DIE MAKES THE LANGUAGE OF “RUINING FRIENDSHIPS” ALMOST UNIVERSAL WITH NEW LOCALIZATION UPDATE!

Those Awesome Guys Release New Localization Update with Sixteen Language Packs, a New Quarantine-Themed Character and 75% Discount in Indie MEGABOOTH Sale on Steam!

As staying inside becomes the new norm, Move or Die creators – Those Awesome Guys – commit to bringing their “Friendship Ruining Game” to as many households around the world as possible. To aid in this effort, a large number of the supported languages have been updated, while some others are completely new. This includes:

  • Simplified Chinese
  • Spanish – Spain
  • Portuguese – Brazil
  • Russian
  • German
  • French
  • Polish
  • Spanish – Latin America (Argentina)
  • Italian
  • Filipino
  • Hungarian
  • Dutch
  • Japanese
  • Slovenian
  • Ukrainian
  • Korean
  • Alienese*

In addition to the refreshed language pack, Move or Die has introduced a new quarantine-themed character, the aptly named “Soapy.” His whole routine is about reminding people to stay safe during these challenging times… preferably inside while playing Move or Die!

Move or Die is also available on Steam for $3.74 (75% off S.R.P.) as part of the promotional Indie MEGABOOTH Sale. So, stay inside, be healthy, and keep crushing those friendships.

Move or Die is not just the title of the game, but a fundamental gameplay rule: gamers who fail to move will see their health bar diminish rapidly. Players will battle each other in an ever-growing list of mini-game modes that change every 20-30 seconds. Each challenge has its own outrageous level design and rule set to promote hours of laughter and good old friendship-destroying fun. Win battles and unlock insane new character skins, Mutator game modifiers that dramatically change how mini-games are played, and even crazier game modes. When gamers are done beating friends on the couch, jump online and challenge other players to see who will rage-quit first.

To learn more about Move or Die, please visit www.moveordiegame.com, ‘Like’ it on Facebook, and follow its development on Twitter @moveordiegame for all the latest developer updates and news.

*Alienese is not currently supported but is an actual language based on numbers.


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SKATER XL COMING TO RETAIL AND DIGITAL STORES ON JULY 7

Featuring Top Skate Gear from New Balance, Etnies, DC, Santa Cruz, Primitive, Independent, Vans and Tons More!

LOS ANGELES, CA – MAY 5, 2020 – Easy Day Studios announced today that Skater XL, a game that delivers unparalleled access to skateboarding culture, will be launching on July 7 for digital release on PlayStation@4, Xbox One, Nintendo Switch and PC, and to brick and mortar retailers on PS4 and Xbox One. Preorder for Xbox One and PlayStation@4 discs is available now at select retailers. Click HERE for more information.

Easy Day Studios also announced today that Skater XL will feature apparel, footwear, decks, wheels, and more from top skate brands, including:

  • New Balance – Numeric Shoes and Apparel
  • Etnies – Footwear and Apparel
  • Enjoi – Skateboards and Apparel
  • Blind – Skateboards and Apparel
  • Almost – Skateboards and Apparel
  • DC Shoes – Footwear and Apparel
  • Santa Cruz Skateboards – Decks
  • Vans – Shoes
  • Primitive – Decks and Apparel
  • Element – Decks and Apparel
  • Independent Truck Co. – Trucks and Apparel
  • Venture – Trucks
  • Thunder – Trucks
  • Spitfire – Wheels
  • Lakai – Footwear and Apparel
  • ẻS – Footwear and Apparel
  • Emerica – Footwear and Apparel
  • Grimple Stix – Decks
  • Sk8Mafia – Decks and Apparel
  • SOVRN – Decks and Apparel
  • Ricta – Wheels
  • Mob Grip – Grip tape
  • Bones – Wheels and Apparel
  • Crupie – Wheels
  • Grizzly – Grip tape and Apparel
  • Dickies – Apparel
  • Old Friends – Apparel
  • Transworld Skateboarding – Apparel
  • 411VM – Apparel
  • The Nine Club – Apparel

Skater XL is the first skateboarding game to come to all major platforms in more than 10 years and offers complete physics-based gameplay with total freedom of control and expression. Play as skating icons Tiago Lemos, Evan Smith, Tom Asta or Brandon Westgate on your way to becoming a skateboarding pro or build your own character with unique characteristics and authentic gear from top skateboarding brands.

Create, combine, and style tricks as you hit Downtown LA and other iconic California locations where street legends have left their mark. Dive into the digital skate subculture with more than 60 real skate spots connected by block after block of plazas, schools, pools, buildings, car parks and corridors. With a huge modding community that has created thousands of maps, digital skate ezines, personal highlight reels, in-game brands, and tournaments, Skater XL celebrates the creativity and dedication of the skate community.

Skater XL will launch on July 7 digitally on PS4, Xbox One, Nintendo Switch and PC, and at brick and mortar retailers for PS4 and Xbox One. More announcements will be coming soon for Skater XL – be sure to follow the game on Instagram and Twitter, “Like” us on Facebook, and visit the official website, SkaterXL.com.  

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ABOUT EASY DAY STUDIOS
Founded in 2018 by Skater App creator and physicist Dain Hedgpeth, Jon West, former sponsored skateboarder turned game developer, and Jeff Goforth, industry veteran of 19 years and former head of skateboarding at DC Shoes, Easy Day Studios is the leader in action sports video game creation. Based in Long Beach, CA, Easy Day Studios is fully self funded and 100% committed to the shared vision of reviving and evolving skateboarding games into what every fan has been hoping for since the birth of the genre. With decades of experience, the team is comprised of video game development and skateboarding veterans. Since Early Access launch in December 2018 and the rapid growth of the Skater XL modding community, Easy Day has also hired two former modders and continues to work directly with this community. 

Espire 1: VR Operative Assimilation Free Content Update Launches with New Weapons, Modes, and Challenges for All Major VR Platforms with PlayStation®VR to Follow

Publisher Tripwire Interactive and Developer Digital Lode. Launch Free New Update for Top Selling VR Stealth Title

ROSWELL, Ga. – May 5, 2020 – Publisher Tripwire Interactive and developer Digital Lode announced today that Espire 1: VR Operative continues to be one of the best-selling games on the Oculus Quest and has remained on the Top Sellers list for over five months since it first released in November, 2019.

To celebrate the success of Espire 1: VR Operative, the definitive virtual reality stealth experience, Digital Lode is launching the Espire 1: VR Operative Assimilation content update for free today on all major virtual reality platforms, including Oculus Quest, Oculus Rift, Oculus Rift-S, HTC Vive, Valve Index, and Windows Mixed Reality. The Assimilation update will be available for PlayStation®VR later this month. 

Espire 1: VR Operative aims to set the new gold standard for the stealth genre in virtual reality, delivering gameplay mechanics for the stealth and action genres that have yet to be explored in the space. Players are charged with the role of an “Espire Agent” and use cutting-edge Virtual Reality hardware to remote-operate the Espire model 1 drone.

With today’s release of the Espire 1: VR Operative Assimilation content update, players can look forward to an expanded armory of weaponry as well as a series of Virtual Challenges.

Highlights of today’s free Espire 1: VR Operative Assimilation content update include:

New Operative Weapons

  • Vector SMG: This semi-auto weapon is an excellent choice for mid-range combat, providing for accurate and quick bursts of controlled fire with one bullet firing upon the first trigger press and the last bullet firing upon release. With an extended clip of 45 rounds and very low recoil, it is the weapon of choice for the new “SMG” weapon challenge mode.
  • Sawed-off Shotgun: Get up close and personal with this new shotgun, boasting a wider spread for close quarters combat. Its compact design allows for the shotgun to be holstered as either a sidearm or primary weapon — and reloads via magazine clip instead of individual shells.

New Virtual Challenge Game Modes

Experienced Espire agents can also look forward to three new Virtual Challenge game modes, featuring new stealth gameplay not featured in the campaign. These new Virtual Challenges focuses on weapon mastery, climbing and intel gathering stealth skills essential to completing missions quickly and efficiently. Test your skills against players around the world with an improved leaderboard.

  • Weapon Challenges: Run, weave, duck, climb, jump and zipline your way through seven courses designed to test your mastery with each weapon class. Rack up the highest combo while eliminating static, moving and explosive targets, as well as enemy combatants in order to reach the top of the leaderboard.
  • Climbing Challenges: Overcome climbing puzzles where speed and timing is paramount to completing the course with the highest score. Make sure to avoid getting squashed by the fast-moving crushers!
  • Intel Challenges: Explore four completely new environments. Locate and hack intelligence from all workstations in the area and reach the extraction point. This game mode builds on the core Espire gameplay from the campaign.

In addition, Espire agents can expect a variety of technical and quality of life gameplay improvements based directly on player feedback and requests with today’s free release of the Espire 1: VR Operative Assimilation content update. For full details on the update, please head here.

To celebrate the launch of the new Espire 1: VR Operative Assimilation content update, Tripwire Interactive has launched a special sales promotion! For details on the offer please follow the developers at Digital Lode on official Espire 1: VR Operative social media channels on Twitter and Facebook for full details.

As a virtual reality title that combines first-person stealth and shooting mechanics, Espire 1: VR Operative is a game that’s best shown in motion. Watch an Espire Agent steal a guard’s gun to hold him up, throw a spare ammunition clip to cause a distraction, and activate bullet time to headshot multiple guards while dropping down from above. Espire Agents can also take advantage of the powerful Espire model 1 drones to grab a hold of walls to fling their self across large areas, zoom past enemies on ziplines, and built-in gear to activate infrared and remote cameras to avoid detection.

To stay up to date on the latest Espire 1: VR Operative news, be sure to visit the official website – and follow the developers on Twitter, Facebook, Instagram, and YouTube.

Stay up to date with the latest Tripwire Interactive news, community updates, and exclusive promotions by signing up for our email list! Don’t worry, we don’t bite. Head here to sign up for the Tripwire Interactive newsletter today.

© Espire VR Pty Ltd Designed in Melbourne, Australia

About Tripwire Interactive

Formed in 2005 as a humble independent developer founded by gamers who found success in the video game modding community, Tripwire Interactive has developed and self-published multiple critically acclaimed titles in the wildly popular Killing Floor and Rising Storm franchises, which have collectively sold over 20 million units to date. The studio’s latest project, Maneater, breaks new ground in the popular action RPG genre and finds players taking on the role of a deadly shark with the uncanny ability to evolve as it feeds.

Since then, Tripwire Interactive has expanded its business and now turns its experience and resources to include publishing titles spanning multiple platforms and genres from other talented independent studios. Led by John Gibson, the publishing division aims to help like-minded independent studios bring their titles to market, including Chivalry 2 developed by Torn Banner Studios, Espire 1: VR Operative developed by Digital Lode, and Road Redemption developed by EQ Games and Pixel Dash Studios.

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Fifty games announced for Digital Dragons’ Indie Celebration, supported by Steam

Fifty games announced for Digital Dragons’ Indie Celebration, supported by Steam

Fifty of this year’s best indie titles to be showcased in a live Steam event from 13-15 May

Kraków, Poland – 5 May 2020. Digital Dragons today announced the 50 independent titles selected for next week’s Indie Celebration, running from 13-15 May and supported by Steam.

The titles will be showcased on a dedicated Steam homepage, with live demos and developer interviews in three packed days of livestreams. The event culminates on the last day a virtual award ceremony recognising the top three games of the show, as well as the results of the judges’ and community-nominated awards.

Jury members, Robert Purchese (Eurogamer), Brett Makedonski (Destructoid), Karol Zajączkowski (11bit studios), Jakub Rokosz (Fool’s Theory) and Jakub Wójcik (Indie Games Polska) picked the final 50, which will be showcased during the event on the 13-15 of May. At the event the Jury will select their top three games, alongside a Community Vote Award.

Games featured in this year’s Indie Celebration are:

  • Ars Fabulae (Punk Notion, Poland)
  • Biped (NEXT Studios / META Publishing, Cyprus)
  • Black Book (Morteshka, Russia)
  • Bonkies (Studio Gauntlet, Norway)
  • Book of Demons: HELLCARD (Thing Trunk, Poland)
  • Causa, Voices of the Dusk (Niebla Games, Chile)
  • Chernobylite (The Farm 51, Poland)
  • Children of Silentown (Elf Games, Italy)
  • Danger Scavenger (Star Drifters, Piotr Wolk, Poland)
  • Door Kickers: Task Force North (KillHouse Games, Romania)
  • Dreadlands (Blackfox Studios, UK)
  • Eastern Exorcist (wildfiregame, China)
  • ELDERBORN (Hyperstrange, Poland)
  • Eldest Souls (Fallen Flag Studio, UK / Poland)
  • Encased (Dark Crystal Games, Russia)
  • Enemy on Board (Windwalk Games, USA)
  • First Class Trouble (Invisible Walls, Denmark)
  • For the People (Brezg Studio, Russia)
  • For The Warp (Massive Galaxy Studios, Portugal)
  • Fort Triumph (Cookie Byte Entertainment, Poland)
  • Gamedec (Anshar Studios, Poland)
  • Gatewalkers (A2 Softworks, Poland)
  • Ghostrunner (One More Level, Poland)
  • Last Oasis (Donkey Crew, Poland)
  • Legends of Ethernal (Lucid Dreams Studio, Canada)
  • Liberated (Atomic Wolf, Poland)
  • Nanotale – Typing Chronicles (Fishing Cactus, Belgium)
  • Not For Broadcast (NotGames, UK)
  • Overloop (George Kobyakov, UK)
  • PositronX (Scorpius Games, Romania)
  • Quantum League (Nimble Giant, UK)
  • Rhythm Fighter (Coconut Island Games / echo games, China)
  • Röki (Polygon Treehouse, UK / Poland)
  • Rustler (Jutsu Games, Poland)
  • Shing! (Mass Creation, Poland)
  • Skul: The Hero Slayer (SouthPAW Games, South Korea)
  • Stoneshard (Ink Stains Games, Cyprus)
  • Tainted Grail (Awaken Realms Digital, Poland)
  • The Blind Prophet (Ars Goetia, France)
  • The Riftbreaker (EXOR Studios, Poland)
  • The Tenants (Ancient Forge, Poland)
  • There is No Light (Zelart, Cyprus)
  • This is the Zodiac Speaking (Punch Punk Games, Poland)
  • Those Who Remain (Camel 101, Portugal)
  • Tower Princess (AweKteaM, Cyprus)
  • Tunche (LEAP Game Studios, Cyprus)
  • Unto The End (2 Ton Studio, UK)
  • Uragun (Kool2Play, Poland)
  • Wanderlust: Transsiberian (Different Tales, Poland)
  • Wingspan (Monster Couch, Poland)

Digital Dragons will host both May’s Indie Celebration on Steam and its own regular Indie Showcase at the rescheduled Digital Dragons 2020 conference in Kraków on 14-15 September. To keep up to date with all things Digital Dragons go to digitaldragons.pl and follow Digital Dragons on Twitter.

About Digital Dragons
Digital Dragons is the leading game industry event in Central Europe. Each year it attracts specialists, professionals, developers to Kraków from all around the world. Last year Digital Dragons gathered 2000 participants from 650 companies coming from 48 countries. Over 100 speakers contributed 83 lectures full of insightful knowledge and case studies grounded in the expert know-how. The prestigious ICE Kraków Congress Center hosted 132 exhibitors who presented their games during the Indie Showcase, Students Talent Show, and the CEE Showcase. Moreover, 1700 business meetings were conducted at the event. This year’s Digital Dragons event is postponed to 14-15 September 2020.

About Steam
Steam is a video game digital distribution service and a social networking service for gamers. Every day 18 million users log in into the platform, which makes Steam the biggest service for gamers, and a great opportunity for indie game developers to showcase their games and acquire new customers.

Deliver Us The Moon Review

Deliver Us The Moon

Developer: KeokeN Interactive
Publisher: Wired Productions
Platforms: Xbox One (Reviewed), PC, PlayStation 4, Switch (Coming Soon)
Release Date: Available Now
Price: $24.99 – Available Here

Overview

Stepping foot on the moon back in 1969 was seen as perhaps one of the biggest steps for mankind and all these years later we may know more about space than before but have never once returned to the moon. Though what if the moon ended up being the only way for humanity to possibly survive? That is the question poised by developer KeokeN Interactive and one that rings rather close to home despite advances made in recent years. So with Deliver Us The Moon now arriving on consoles, is this exploration game worth your time?

Story

Set in the not too distant future the world has come together to deal with a climate crisis unlike anything the world has seen before on top of dwindling resources to keep those who are surviving alive. With dust storms sweeping the planet and over a third of the surface already transformed into a desert, the World Space Agency managed to use what few resources were left to colonize the moon in 2032 and locate a powerful energy source, the Helium-3 isotope. Through the use of a newly invented Microwave Power Transmission system the energy could be beamed back down to Earth for humanity to once again thrive.

For some time this seemed like a fine solution until the MPT suddenly went dark in 2054 leaving Earth with no hope left for the future as no communication could be made with those that operated the facility. While most of humanity gave up hope, a small group of scientists managed to scavenge enough resources over the course of five years to make one last desperate chance for the moon with a single person vessel in an attempt to not only find out what happened but once again, deliver the moon’s power to the people. 

Deliver Us The Moon quickly drives home how desperate the situation is on Earth and how humanity is basically doomed should the player fail to accomplish their mission. Most of the story is presented through audio logs, hologram recordings, and notes located on terminals that players will need to find in the environment, allowing for some fascinating storytelling where only small pieces of the story are actually told in real time and most of what is discovered are bits and pieces of the past that unveil the fate of the station and those who resided onboard. There are certain collectibles that are unmissable to make sure that players are able to keep up with the story beats but exploration is key to really enjoy most of what the game has to offer as the extra collectibles provide extra context and depth to most events. 

That being said, while Deliver Us The Moon starts out rather strongly it does end up losing steam as the game progresses through its fairly short length, running only a bit over four hours even when tracking down collectibles. This is primarily due to the fact that the main story does end up becoming a little predictable after the halfway point and also ends rather abruptly, though at least the tension of exploring a nearly destroyed station and carrying the fate of humanity remains true all the way through to the ending.

Gameplay

In many ways Deliver Us The Moon keeps players on their toes a bit when it comes to how the game will be played as the title regularly switches things up on players by having them play in third person, first person, in zero gravity, or even exploring the surface of the moon depending on the situation. Exploration is pretty much the key focus since, as mentioned before, most of the game’s storyline and extra content comes in the form of clues in the environment and collectibles scattered around. Navigating through zero gravity does make for some of the best moments of the game, since normal walking can be a bit floaty at times, and not due to low gravity.

There are a fair number of puzzles that players will need to solve to advance past various roadblocks and while a few of them are as simple as tracking down a code on a piece of paper, there are some more involved puzzles with some fun solutions though none of them are too challenging so those looking for some difficult puzzles will be a bit disappointed here. It is also worth noting that there are more than a few action sequences here and there that make use of both quick time events and placing players on a timer or face a game over so the developers have made sure to provide a great mix here that really drives home the unpredictability of space, especially since the space station itself is nearly falling apart.

Another plus happens to be the slow deliverance of additional gameplay elements in the form of new tools. These range from a cutting laser to a robotic companion that can be sent through vents or used to examine things the player cannot reach. That being said, although exploration can reveal more about the history of what happened on the station, there really is no variety here for players to enjoy. Instead the game features a very linear path paired with a short run time which can be a bit disappointing especially since it is clear that there is more to the story. 

It is also worth noting that the game does from some rather rough performance drops regularly throughout most chapters. This is especially true when it comes to dealing with various particle effects that can slow the game down to a crawl and while Deliver Us The Moon does feature a fairly generous checkpoint system in case of death that take a while to load, most autosaves bring the game to a temporary halt which is more than a little distracting.

Visuals & Audio

There are a lot of ways to tackle the vacuum of space and the wonders that can be seen beyond the atmosphere and the developers have done a great job depicting not only the vastness of space while staring out into the sky or while outside of the safety of a station but also the functionally sterile but worn down aspect of the stations. One must also applaud how well objects react when bumped into or used in zero gravity.

The voice work present through radio transmissions as well as collectibles is handled quite well and can do a great job of piercing through the eerie quietness and atmospheric sounds that exist on moon and the station itself.  

Overall

Deliver Us The Moon Manages to deliver an enticing adventure involving a mystery in space with the human race’s fate hanging in the balance. With a solid variety of puzzles and some impressive visuals to witness while exploring, Deliver Us The Moon keeps players active with something new every chapter in what ends up becoming a worthwhile adventure that is a bit rough around the edges and unfortunately is rather short in length.

Capsule Computers review guidelines can be found here.

MicroProse is Back!

MicroProse is Back!

Hunter Valley, Australia, 5th May 2020: MicroProse is back.

This would probably be enough to send shivers down the spine of every strategy and simulation gamer out there. MicroProse has always been about the games, and this announcement is intended to show everybody how we intend to take the market by the storm with original and high-quality games in the strategy and simulation genres.

We are proud to announce three new games that are in development right now and on Steam.

This is only the beginning, though. Other announcements will follow soon as our line-up is constantly growing, together with our ambitious plans. Enough with bragging, let’s get to the games!

Sea Power – Developer: Triassic Games

Brought to you by the lead designer of Cold Waters, Sea Power lets you control NATO and Warsaw Pact forces in a modern naval conflict.

Whether it’s gunning it out with Boghammars in a surface duel, fighting off aerial attackers armed with long-range missiles, or hunting for enemy submarines with aircraft and surface ships, advanced weaponry and sensors are at your disposal.

Can you successfully hide your forces while detecting and tracking theirs? It is up to you to play an advanced game of cat and mouse on the high seas, to seize the initiative and attack with the advantage of surprise on your side. And at all times, you have to observe rules of engagement and take care not to cause an unnecessary incident that could lead to escalation. After all, you cannot really be sure just who that radar contact at 30.000 feet is, can you?

Second Front – Developer: Hexdraw

Second Front is the tactical WWII game that genre enthusiasts always wanted and never really got. Sporting a full-fledged 3D engine and an easy to use user interface, the game is easy to play but hard to master.

Playing a tactical game that is deeper than your average X-Com clone, with a competent AI and a powerful editor to create scenarios and campaigns has been the dream of tactical players for long.

Second Front comes with multiple campaigns covering different fronts of World War II and sporting German, American and Russian units. Scenarios are fought in a 60 turns battle cycle, from morning to night. Fight and rest or push your troops to the limit and press the attack. These are not set-pieces scripted battles but continuous emergent skirmishes with persistent loss, fatigue, and experience.

Task Force Admiral – Developer: Drydock Dreams Games

Task Force Admiral Vol.1: American Carrier Battles is a single-player experience centred on the command of an early Pacific War US Navy carrier task force.

As the overall commander, you are in charge of seeking the destruction of the enemy naval forces and preventing your opponent, the Japanese Navy, from accomplishing its objectives. To achieve your aims, you have at your disposal the most fearsome sea projection weapon known to Man in 1942: your carrier air groups and the task forces that support them.

Forget about the limitations of the past and let the best of wargaming and simulation blend and blossom together in this new take on command at sea! Re-live the great battles of the first year of the Pacific War as if you were there yourself. In here there is no dice roll, no artificial skill-tree, no arbitrary stats, selective fog of war or supernatural crystal-clear communications. It is real-time crisis management for you, realism and historicity without concession, as little abstraction as can be, and loads of action, suspense and refreshing gameplay packed in the same single computer software.

About MicroProse

Founded in 1982,  is a world-famous simulation software company, known for developing groundbreaking, classics and cult titles like, the Falcon, F15 Strike Eagle, Silent Service, Gunship, Grand Prix, Civilization, B-17 The Mighty Eighth and X-COM series and many more simulation products, that sold millions of copies each at retail. Today, MicroProse is not only remaking select classics from its past but also paving the road to next-generation, state of the art games that will create the memories and experiences of the demanding new generations of gamers.

Star Wars Jedi: Fallen Order Adds Mediation Training, New Journey+ and more

Star Wars Jedi: Fallen Order Adds Mediation Training, New Journey+ and more

EA and Respawn Entertainment have released a free content update for Star Wars Jedi: Fallen Order, giving players the opportunity to take on new challenges in a brand-new game mode, the ability to replay the story with all previously acquired collectibles, collect new cosmetics for Cal and BD-1, and more!

The largest part of this update is a brand-new gameplay hub known as Meditation Training. A new game mode hub that can be accessed from the Meditation points found throughout the game, it allows players to enter Combat Challenges that pit Cal against waves of enemies and bosses.

Meditation Training also introduces the Battle Grid—a sandbox for players to create their own encounters. In it, players will be able to select a location, the size of the encounter they want to face, tinker with various difficulty modifiers, and will even feature some especially unique enemies.

The aforementioned Meditation Training modes are unlocked when players complete their first Jedi journey through the story and begin again with a new mode titled New Journey +, which allows players to restart the story with all previously unlocked cosmetic collectibles. Diving into New Journey+ will also unlock some unique cosmetics, including the Inquisitor uniform and matching red lightsaber crystals. Players will also find some new cosmetic parts to trick out their lightsaber, as well as skins for BD-1 that can be earned by completing Combat Challenges found in Meditation Training.

Respawn has also included a host of highly requested accessibility changes including text size scaling options, skippable quick-time events, and toggles to simplify interacting with objects and traversing the world.

Be sure to check out the full blog post detailing the update here.

Please let us know if there are any questions, and if there is anything we can do to assist in your coverage of the new content.

May the Force be with you!

Conquer Extraordinary Worlds in Souls-like Moonray on Steam Early Access in July

Conquer Extraordinary Worlds in Souls-like Moonray on Steam Early Access in July

Olympia, Washington — May 4, 2020 — Moonray, the Souls-like hack-and-slash set on surreal planets from developer Everything is Full of Gods, begins its journey on Steam Early Access starting Thursday, July 2, 2020. The intergalactic adventure arrives on next-generation hardware at a later date.

Awaken as a golem created by a godlike being and destroy the deadly cult seeking her demise. Slay the dangerous denizens of the Salvador Dali-inspired world of It-Ao, brought to life with gorgeous AAA-quality shaders and techniques pushing the limits of PC hardware. The abstract wasteland pulses, synchronizing with the rhythm of a cinematic electronic soundtrack and creating a menacing, hypnotic atmosphere. 

Moonray’s combat quickly shifts from simple beginnings to tense showdowns. Weave light and heavy melee attacks with Hyperblaster shots while dodging and parrying blows to wear down and triumph over the opposition. Slay enemies to earn materials spent at resting points known as Beams of Light to upgrade health, stamina, and healing abilities. 

Early Access features several hours of gameplay among desert vistas, with forest worlds set to appear in the 10-15 hour campaign debuting in version 1.0. Updates in the near future will include powerful weapons to find and upgrade, new offensive and defensive abilities to turn the tide, and massive new biomes full of mysteries to uncover. 

Moonray’s debut on Early Access gives us the chance to both iterate on existing systems and shape an unconventional universe,” said Rodrigo Etcheto, founder, Everything is Full of Gods. “While we have a clear vision for a one-of-a-kind sci-fi action game, the fresh perspectives and feedback gained from Early Access will shape the future of Moonray and provide the best possible experience when the console communities join at 1.0.”

Moonray releases on Steam Early Access for $9.99, with further price increases planned as development continues until a planned release of Summer 2021. The game debuts with support for English language text and voice acting, with future support for Spanish, French, Dutch and German.

For more information, visit the official Moonray website, like the game on Facebook, and follow Moonray on Twitter and Instagram.

About Everything is Full of Gods

Founded by Rodrigo Etcheto, a student of philosophy, mathematics, and photography, Everything is Full of Gods represents the artistic output of Etcheto and a team of international collaborators trying to create games with a singular sense of beauty. Named after a quote attributed to Thales by the philosopher Aristotle, the studio believes that everything is alive, and creates art to represent that vision, combining the power that comes from an artist’s singular vision with the benefits of the many ideas that a team can bring to the table.

Alfa Romeo Racing ORLEN esports stars competing on all fronts

Alfa Romeo Racing ORLEN esports stars competing on all fronts

Hinwil, 4 May 2020 – Alfa Romeo Racing ORLEN unleashed an unprecedented amount of star power on the weekend’s esports competitions, with top drivers competing in the Formula One Virtual Grand Prix, the Esports Pro Exhibition race and the Veloce Not the GP Series.

Formula One racer Antonio Giovinazzi, F2 podium finisher Juan Manuel Correa, Real Madrid goalkeeper Thibaut Courtois and esports specialists Daniel Bereznay and Bardia Boroumand flew the team’s colours with pride, bringing home a best result of P4 (Bereznay, Pro Exhibition race) on a weekend that should have rewarded the team’s efforts with more.

Antonio saw another set of good results vanish due to technical problems, with the network connection failing him on the grid of the first Not the GP series and when fighting for the lead in the second; his luck was not better on Sunday, in the F1 Virtual Grand Prix, when he was forced to leave the race while in the top positions, with a possible podium finish on the cards. It was a disappointing end to a strong weekend for the Italian, who is gaining confidence and pace in his esports efforts, and who would have deserved more.

His team-mates in the two events, Thibaut and Juan Manuel, were left to uphold the team’s honour and did so in professional fashion. The Belgian shot-stopper showed his hands are equally at ease on a steering wheel as they are in his gloves, claiming two top-ten finishes on Saturday; while Correa battled his way to P14 on Sunday, after a race-long battle with rally and rallycross legend, Petter Solberg.

In the Pro Exhibition race, poleman Bereznay, clearly the fastest man on track in the dry, had his race compromised by a technical glitch at the start but was able to recover to finish in fourth, ahead of debutant Bardia Boroumand, a creditable P8 in his first appearance for the team.

The team will return to action next weekend for the Virtual Spanish Grand Prix, the Pro Exhibition race and the Not the GP series.
 
Antonio Giovinazzi (DNS/DNF, Not the GP; DNF, Virtual GP): “It’s extremely disappointing to have another weekend ruined by technical issues. Both on Saturday and on Sunday, I felt I was on for some really positive results, but in the end we had them taken away from us. It’s a shame, as a team we practiced so much but it was all in vain.”
 
Juan Manuel Correa (P14, Virtual GP): “It was a really fun race, with battles from the beginning to the end. I had a really good start and made up some places at the start: I was running as high as P9. After the stops, I just tried to maintain my pace but I had some really interesting battles, in particular with Petter Solberg. We kept finding each other on track and in the end it got a bit heated, but it was a cool fight. I feel I am getting more and more comfortable with this platform the more I practice on it, but the guys at the front are incredibly quick so I need to keep working hard.”
 
Thibaut Courtois (P6/P10, Not the GP): “I really enjoyed my races this weekend. I had a very good first race with P6, after spending most of the event in fourth. The second race was harder because of the reversed grid, and being hit and getting wing damage on the first corner didn’t help. I still managed to go from P17 to P10 and I was just behind two more cars. It was a really nice experience and I was proud to be racing for Alfa Romeo Racing ORLEN.”
 
Daniel Bereznay (P4, Pro Exhibition race): “I was really happy with my raw pace, which I was able to show in qualifying. I got pole by more than a tenth, which is a huge gap in such a field, on a short track and in the dry. I had a few issues at the start which cost me two places, and in the rain it was really hard to make up lost ground. My pit stop was a bit slow, so in the end I finished in P4. It is frustrating, given how quick we were, but I know I couldn’t have done anything better today”.
 
Bardia Boroumand (P8, Pro Exhibition race): “Racing at this level was insane, it was a great experience and I am grateful for this opportunity the team gave me. I feel I could have been higher up in qualifying, but I was blocked in my fastest lap and that cost me a tenth. In such a competitive field, that makes a big difference. The race was quite good, although it was very hard to overtake in the rain. I chose a good strategy and pitted at the right time. I made up places until I was P6, but I sustained some damage passing a car that was still on wet tyres and in the end that cost me two places. I am not really happy with my end result, but that’s all experience that will make me stronger for the next races.”

About Sauber Group of Companies:
The Sauber Group of Companies is composed of three operational entities: Sauber Motorsport AG, which operates and manages the Alfa Romeo Racing ORLEN Formula One team; Sauber Engineering AG, which focuses on prototype development and additive manufacturing; and Sauber Aerodynamik AG, which conducts full and model-scale testing in the factory’s state-of-the-art wind tunnel and creates ground-breaking innovations in the field of aerodynamics. The companies collaborate closely and share know-how to apply the expertise of more than 500 dedicated individuals at the headquarter in Hinwil, Switzerland, to all internal and external projects. Since its founding in 1970, the passion for racing has been at the heart of Sauber.

For over 45 years, the innovative Swiss company has been setting standards in the design, development and construction of race cars for various championship series, such as Formula One, DTM, and WEC. Following its own Formula One debut in 1993, Sauber Motorsport AG has established one of the few traditional and privately held teams in the sport. After 25 years of competition in Formula One, the company launched a long-term partnership with Alfa Romeo in 2018 and enters the 2020 championship under the new team name Alfa Romeo Racing ORLEN.

New Update for Baron: Fur is Gonna Fly Takes Off on All Platforms Today

New Update for Baron: Fur is Gonna Fly Takes Off on All Platforms Today

Four Additional Game Modes, New Price and Soundtrack Now Available

PERTH, AUSTRALIA – May 4, 2020 – Baron: Fur is Gonna Fly, the aerial party showdown from Dogmelon Games, takes to the skies with four additional game modes available now on Xbox One and Steam for PC, with the update soaring onto Nintendo Switch May 14. Rookie pilots can join the squadron at a permanently reduced price.

Go snout to snout with up to eight friends in the brand new Paint, King, Capture the Cow and Souvenir modes. Baron’s anthropomorphic dog fighting battles now come with a new difficulty level for bots and a number of quality of life fixes, all at a reduced price of 14.99 USD / 14.99 EUR. 

Create a chaotic aerial masterpiece in Paint mode, with teams going head to head covering the arena in their colors. Longevity is the key to victory as pilots create more paint the longer they stay afloat. 

In King mode, pilots work together to take down the monarch as they rack up points. The animal who shoots down the sultan becomes the next monarch of the skies, ensuing chaos as the King gets access to special weapons which randomize with each use.

Bovine will fly in Capture the Cow, as pilots race to claim a cow randomly appearing around the map. The longer a plane carries the cow, the more points the flyer gets, but without the ability to shoot or dodge, cow carrying pilots must unleash all the aerial tricks at their disposal to win.

Souvenir mode has planes drop coins whenever they meet an untimely demise, meaning flyers don’t need to be sharp shooters to win. Anyone can swoop in, pick up coins, and claim victory if they keep their eyes peeled.

“After last month’s take off of Baron, our fans told us they loved the game but wanted more ridiculous ways to rule the skies,” said Anthony Wiese, Co-Developer of Dogmelon Games. “We now have eight different ways to engage in aerial hijinks, from extra strategy for those who want a challenge, and more more ways to be a top pilot with added accessibility in new modes.”

Soar back to the early 20th century with Baron’s whimsical original soundtrack, now available for $10 via iTunes. The soundtrack will also be available for free to anyone who has previously purchased a copy of Baron on any platform, veteran pilots can visit the Baron website to secure their copy. With a song for each of the eight anthropomorphic characters, victors can let their favorite theme ring out anytime.

Baron: Fur is Gonna Fly supports English, Chinese and Japanese for Steam, with more to be added.

For more information follow Dogmelon you can visit the official website and follow them on Facebook and Twitter.

About Dogmelon

Perth-based indie studio Dogmelon consists of two veteran game developers with more than 20 years of experience. Fun has been at the centre of everything they create, alongside making family-friendly games that are accessible for all players. Baron is their first foray into an action packed multiplayer title, and a step on their journey to make games that connect people.

To learn more about Dogmelon visit their official website.