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Nightmare Frontier News

Reap what you sow | Release date announcement

[p]The next major update for Nightmare Frontier, “Reap What You Sow,” launches on March 23rd.[/p][p]This update brings a complete reimagination of one of the game’s existing Fears and enemies. [/p][p][/p][p]Something familiar is about to change.[/p][p][/p][p]Can you guess which Fear and enemy are being reborn? Let us know in the comments.[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p]

Not Dead Yet patch out now

[p]Death wasn’t the end.[/p][p][/p][p]The Not Dead Yet patch pushes Nightmare Frontier deeper into the abyss, expanding the boss fight first unleashed in December with a brutal second stage that tests everything you’ve learned so far.[/p][p][/p][p]This update also introduces a brand-new Fear: Mirrors. What once reflected reality now fractures it, spawning the twisted Manifold and reshaping the horrors you’ll face in Nightmare Frontier.[/p][p][/p][p]Here the full changelog of today's update:[/p][p][/p][h2]NEW FEATURES[/h2][h3]Endgame[/h3]
  • [p]Even more challenging 2nd stage of the boss fight and endgame storyline introduced[/p]
[p][/p][p][/p][h3]Boss Drops[/h3]
  • [p]Introduced 4 powerful Items obtainable by killing the boss - Dream Machine, Doc's Tophat, Staff of Storms and Vacuum Tubes. Obtaining all the items requires completing the boss fight multiple times[/p]
[h3]Shotgun Revamp[/h3]
  • [p]All Shotguns can be upgraded to knock back targets instead of pushing them. If a knocked back unit is stopped by an obstacle, the distance not-traveled is taken as damage[/p]
[h3]Raid Briefing Menu[/h3]
  • [p]Raid Briefing menu introduced after next raid District selection in Hub,[/p]
  • [p]The menu displays detailed information about selected characters, their Fears, effects of their Fears on gameplay (enemies, hazards, modifiers) on different Nightmare levels and expected loot,[/p]
  • [p]Enemies, Hazards and Modifiers appear as active or inactive depending on current Nightmare level on selected District,[/p]
  • [p]Raid Briefing also informs about incompleteness of the Party and/or their loadouts[/p]
[h3]New Fear unlocked[/h3]
  • [p]Added the Fear of Mirrors spawning Manifold enemies on Nightmare level II and applying Refraction modifier to all enemies on Nightmare level III. Manifolds drop Vial of Decay[/p]
[p][/p][h2]IMPROVEMENTS[/h2]
  • [p]Undo to Deployment introduced - the player can undo his moves up to deployment phase, both before the fight and inbetween rounds if their characters are downed. Undoing to deployment requires holding the Undo button and is associated with short loading screen[/p]
  • [p]Automatic rescuee unequipment - on return to Hub, all rescued characters are stripped of their Items before being placed in Resting, making Item management more streamlined[/p]
  • [p]Party emptying - party in Quarters menu can be emptied (previously at least one character in Party section was required), making new Party assembly more streamlined[/p]
  • [p]Tactical goal markers - In tactical mode, characters being subject of a goal (Extract Unit, Kill Unit) are highlighted with additional icon mirroring the one displayed next to the goal in top-left corner of tactical HUD[/p]
  • [p]Hub menu order - difficulty button was moved from HUD to Raid Briefing menu, Quarters button was moved before Equipment button both on HUD and menu queue[/p]
  • [p]Class portaits - each character class portrait is taken from different angle for better readability[/p]
  • [p]Glossary rename - Glossary menu renamed to Compendium in all languages[/p]
[h2]BUGFIXES[/h2]
  • [p]Fixed blocker with Docks being locked despite boss quest already started[/p]
  • [p]Fixed missing undeployment SFX issue[/p]
  • [p]Fixed issue with text animations skipping in Hub's Dialogue Panel - text animations can be skipped with Tab on KBM and Y on controller[/p]
  • [p]Fixed buttons disappearing in Quareters while no characters are selected. Buttons become disabled rather than disappear[/p]
  • [p]Fixed issue with unarmed monsters fencing as if they had swords[/p][p][/p]
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Nightmare Frontier | New update

[h2]Slitherine Becomes the Official Publisher[/h2][p]We’re proud to announce that Slitherine is now the official publisher of Nightmare Frontier. Their long-standing expertise in strategy games makes them the perfect partner as we continue to grow and refine the project. This collaboration marks an important step forward for the game’s future.[/p][p][/p][h2]New Update Featuring the Final Boss Storyline[/h2][p]Along with this announcement, we’re rolling out a new update that introduces the first phase of Final Boss storyline. This major content addition delivers new missions, key narrative moments, and the climactic encounter that pushes the campaign closer to its endgame. We’re excited for you to experience this new chapter.[/p][p][/p][p][/p][p][/p][p]We really want to thank all the scavangers for the support, the feedback, and the passion for Nightmare Frontier. More news and updates are on the way — stay tuned![/p][p][/p][p]Here the full changelog of today's udpate: [/p][h2]New features [/h2][h3]Endgame[/h3]
  • [p]Challeging boss fight and endgame storyline introduced - do not venture into the Docks unprepared![/p]
[h3]DLSS 4[/h3]
  • [p]DLSS 4 introduced for NVIDIA graphic cards users. The setting can be turned on via Settings\\Graphics\\Upscaler - DLSS[/p][p][/p]
[h2]Improvements[/h2][h3]Tactical Deployment[/h3]
  • [p]Deployed characters can be undeployed directly in gameplay by using LMB / space / A on XBox controller on deployed characters[/p]
  • [p]Deployment area no longer disappears after deploying max characters - deployment are is visible until the players transfers to combat phase[/p]
  • [p]Deployment counter displays current amount of deployed characters in red (when noone is deployed and combat can't start), orange (when at least one character is deployed and the combat can start) and light-gray (when the player deployed max characters)[/p]
  • [p]Deployment queue console LDpad/RDpad glyphs replaced with LT/RT, making character queue navigation consistent in all game modes. Deployment queue can be navigated with both LT/RT and LDpad/RDpad[/p]
[h3]Character tokens[/h3]
  • [p]Character Tokens were visually improved, including frames' visual style, selection states and characters' fear display[/p]
[p][/p][h2]Bug fixes [/h2]
  • [p]Fixed softblock occuring after using Gunblade lvl 3 and higher[/p]
  • [p]Fixed issue with weapons missing from characters' hands while using Piercing Shot[/p]
  • [p]Fixed Dreammachine's double entry in the Glossary[/p]
[p][/p][p][dynamiclink][/dynamiclink][/p]

Nightmare Frontier | Demo ending soon

[p]Hello scavengers! [/p][p][/p][p]A quick heads-up: the Nightmare Frontier demo will be disabled in one week. If you haven’t had the chance to test your strategies, loot, or face the Dreadweavers, now’s the perfect moment.[/p][p][/p][p]We appreciate everyone who tried the demo and shared feedback — it’s been incredibly helpful as we continue shaping the full game. More updates are coming soon, so stay tuned.[/p][p][/p][p]Thanks for your support, and good luck out there… you’ll need it.[/p]

Pumpkin Patch [0.5.4]

[p]This scavenger party is coming home just in time for Halloween! Apologies for the long silence - we ventured a bit too deep into the Nightmare this time around, but we made it back and we’ll have some exciting news to share pretty soon.[/p][p]Meanwhile, the Pumpkin Patch is ripe for harvest![/p][p]
[/p][p]Pumpkin Patch \[0.5.4][/p][p]The changes apply to both the Early Access version and the Demo.[/p][p]
[/p][p]What we added:[/p]
  • [p]New Fear unlocked - added the Fear of Harvest spawning Pumpkin Head enemies. Pumpkin Heads drop Pumpkin Spice resource, opening new upgrade options, [/p]
  • [p]The Sickle - added Sickle to the common melee weapons pool,[/p]
  • [p]Fiery Upgrades - Jawblade and Chopper received new upgrade levels,[/p]
  • [p]Node counter - added a counter displaying the number of nodes visited during current Raid,[/p]
  • [p]Node tooltips - node tooltip’s visibility is no longer limited to 1 row ahead - all nodes display tooltips, allowing for more strategic path planning in the extraction mode[/p]
  • [p]Node frames - added frames differentiating combat and non-combat nodes in the extraction mode, [/p]
  • [p]Tactical Speed Up - added speed up functionality in player turn - pressing Space button (A o X on controllers) will speed up current action,[/p]
[p]
[/p][p]What we fixed:[/p]
  • [p]Speed Up - fixed Speed Up button position in the extraction mode,[/p]
[p]
[/p][p]As always, thank you for the reports and feedback. Remember, if you spot anything weird after the update, drop a note in the Community Hub or ping us on Discord![/p][p]
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