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Beyond Contact News

Quality Of Life Update (0.51.10)

Gameplay:

• Crafting now pulls components from nearby storage containers when you do not
have all the required items in your inventory.
• Improved creature behaviours (including but not limited to Sprites, Urchins,
Corrupted, Crogs and Stalkers.). Ranged creature types now try and stay ranged.
Melee creatures using abilities will feel less random and more planned based on their
position and the player’s. Updated various abilities to make them more interesting
and specific.
• Improved the highlight selection of various dead creatures so you don’t need to hover
mid air to select them.
• Storage Vaults now take 1x1 grid space instead of 2x2.
• Conduits connected to a Power Grid can now be hovered to view the Grid Status.
• Increased the interaction ranges of many structures so they are easier to use.
• Updated the Storage Vault interaction collider before and after it animates to open.
• Placing a captured Shock Sprite into a Shock Sprite Generator now returns the net.
• Added additional dirt around the Octomian Force Field Pylons to prevent players
from taking cold damage while talking to C.A.R.L.
• Added a small buffer to the charge attack damage areas as players often got hit after
dodging them and running back into melee to fight the creature.
• Stuns now have diminishing returns so players cannot get stun locked. Added stun
mechanics back onto specific creatures.
• Improved collision at the Corrupted Stronghold to prevent players from getting stuck.
• Improved player collisions to prevent creatures from pushing the player through
walls.
• Improved NPC creature pathfinding.
• Void Rifts now damage the player’s armour.
• Resources destroyed by Void Rifts now drop their contents on the ground. This is
specifically related to players losing buried Artifacts to Void Rifts.
• Artifact pieces no longer get dragged into Void Rifts and will remain where they are
dropped or spawned at.
• Soil can no longer be dragged over plants that can not be fertilised.
• Walls and Doors now block damage being done on the other side of them.
• Added a safe zone radius around the Survivor Camp so that creatures can no longer
spawn close by. They can still wander into the area.
• Gas Blossoms no longer attack instantly, allowing the player a few beats before the
attack begins.
• Added a small buffer to the Gas Blossom’s attack as it often felt like players would
get hit when they were visually outside the attack area.
• Gas Blossoms will now attempt to attack any creature they take damage from,
instead of being idle while being attacked at range.
• Hazard damage no longer interrupts actions such as scanning, mining, digging and
foraging.
• Quinn no longer enters combat stance when taking Hazard damage.
• You can now switch off a powered structure while holding a Plasma Welder.
• Players are no longer able to drag food items directly onto creatures to feed them.
• Various improvements to the Jungle Mushroom Biome. Balancing creature spawn
locations, resources and fixing issues.
• Removed the Friendly Fire option on the game creation screen as it created technical
issues.
• Removed the Achievement related to Friendly Fire.
• Fixed an issue where you could die during the loading screen when resuming a
game.
• Fixed a bug where fertilizing plants would reset their growth and cause long regrowth
periods.
• Fixed an issue where dying while closing a rift would not count it for the objective and
block progression.
• Fixed an issue when cooking an item that expired in the Portable Stove caused it to
break.
• Fixed an issue when removing one piece of equipment would remove all damage
resistances related to that equipment instead of just the amount on the removed
piece.
• Fixed an issue when the player profile would display 100% world explored but there
would be noticeable large sections unexplored on the map.
• Fixed an issue where Brachylon Warriors would ask for more Carapace after the
player has already completed the objective.
• Fixed an issue where you could not throw items on the ground while inside a
powered Shield Generator.
• Fixed an issue where players could die and respawn anywhere they wanted.

User Interface:

• Added in additional game settings: Research Speed, Damage Taken, Creature
Health and Doomsday Speed.
• The Server Browser now displays all custom settings chosen on selected games.
• Added a new Points of Interest Map interface. Instead of the map automatically
lerping upon discovering important story locations, players will now have to manually
find it on their list and can lerp to it themselves. Any map icon tracked will
automatically be added to the Points of Interest list.
• Added new options where players can lock the rotation of the Mini Map and Map to
north or to rotate with camera rotation.
• Added new buttons above the Mini Map reflecting rotation settings and resetting the
camera to face north.
• Clicking on the Mini Map now opens the Map. Added a hover state to make it look
clickable.
• The Mini Map now displays a vision cone to indicate which way Quinn is facing.
• Buildings are now displayed on the Mini Map.
• Letters are now supported in seed generation. Players are able to type in words to
more easily share world seeds.
• Overhauled the Map Filtering interface. It is now split into categories the player can
open and close. Players can toggle off the icons and categories. Filters will be added
to the list as the player explores the game to avoid spoilers.
• Added the map functionality to set personal waypoints. These are currently user side
only and will allow players to choose a location to mark independently of tracking
map icons.
• Added the map functionality to ping. Pinging will display for all players in multiplayer
to help draw their attention to a specific location.
• Wind Zones are now displayed on the map.
• Large Notifications and Creature Notifications are now hidden when the Map is open.
• Buildings that take damage on the Map will now flash red.
• Items tracked manually will not untrack when running into proximity of them.
• The Obelisk Respawns displayed on the Map have been moved to make them more
noticeable.
• Respawning at an Obelisk with the respawning server setting on will no longer
display the death screen.
• Walking out of range of the Brachylon Trader will now close the Marketplace
interface.
• Loading tips now update based on the player’s keybindings.
• Health bars on structures now hide when going into building placement.
• Updated the Power Grid to display real time not game time for power remaining.
• Plants that have reached the maximum fertilised level no longer reference upgrading
them in their description.
• The death screen now correctly displays when a player dies via exhaustion and food
poisoning.
• Updated the latest translations, added new descriptions and fixed grammatical
errors.
• Creatures captured in Nets are now displayed with the correct name “Captured
[Creature]”
• Fixed a bug where hovering other players would display the description as “To Be
Completed…”
• Fixed an issue when zooming on the Map using a Controller would cause it to zoom
into random locations.
• Fixed an issue where the Doomsday counter would appear to be zero on loading a
saved game.
• Fixed an issue where a building inventory would remain open after saving and
quitting a game and then resuming it even though it looked closed.
• Fixed an issue when opening storage containers, the first inventory slot would
incorrectly display the name of another item.
• Fixed a bug where the Octomian Drone didn’t untrack automatically on the Map or
Mini Map.
• Fixed an issue where hosts could join their own lobby and cause a crash.
• Fixed an issue where the Doomsday bar would be displayed after starting a new
game.
• Fixed an issue where plants that could not be fertilised, displayed “(Unfertilised) in
their name.
• Fixed an issue where plants that were not growing, still displayed (Growing) next to
their name.
• Fixed an issue where the tooltip of the tracker would be displayed under the tracker.
• Fixed an issue where save slots would shuffle their order after being deleted.
• Fixed an issue on the game creation screen where using the left and right arrow keys
in the text fields would exit the field instead of moving the text cursor.
• Fixed an issue where the refresh and sort buttons on the Server Browser were not
working.
• Fixed an issue when pressing the Resume button in quick succession could cause a
crash.
• Fixed a bug where the deployable Net aim reticle would disappear while it was
moved over terrain.

Audio:

• Updated and adjusted sounds from buildings that were too loud and noticeable such
as the walls/doors and micro refinery cook sound.
• Added more Doomsday music to play during its duration.
• Fixed an issue where the correct ambience was not always played.
• Fixed an issue where loading a game would play the wrong music.
• Fixed missing/duplicate voice over dialogue audio and added special music to some
key NPC dialogue sequences that were missing.

Visuals:

• Added new Edge of world effects that display in the void areas beyond the players
reach. This is to push forward the idea that the world is dangerous and breaking
apart.
• Updated all FMVs including Brachylon Shaman with pink staves to be green.
• Updated majority of the structures conduit connection ports to visually match the
structure’s models.
• Updated various environmental assets in The Oasis to improve pathfinding of the
Brachylons.
• Various improvements to the Badlands Biome. To address pathfinding issues and
visual glitches.
• Fixed an issue where the Plasma Welder wasn’t animating for other players in
multiplayer.
• Fixed an issue where the “new” notification yellow dot was cut off and incorrectly
pulsing.
• Fixed an issue where after equipping armours, Quinn would slide across the ground.
• Fixed various visual issues in biomes, such as missing terrain and assets popping
in/out at a distance.
• Fixed an issue where the Portable Stove light would turn off after mousing over it.
• Fixed the issue when using Q and E to rotate the character in the character
customisation screen would cause a weird shadow/ghost effect.
• Fixed an issue where the lightning in sandstorms didn’t correctly strike the ground.
• Improved the visuals of the lightning strikes during sandstorms.
• Fixed an issue where the players helmet custom colours were not being displayed
correctly ingame.
• Fixed some missing effects which caused pink textures to show.
• Fixed an issue where the Thermo Bulb would flicker being powered on when first
placed.
• Fixed an issue when injured creatures would keep their VFX and Health bars visible
after being captured.
• Fixed an issue where Flares and other equipment would offset and float above
Quinn.
• Fixed an issue where the nets player custom colours would reset after being picked
up.

Technical:

• Various improvements to optimisations to different systems in the game.
• Fixed an issue where the loading screen could disappear before the world had
finished loading.

Categorized per the Early Access Roadmap

[h2]Expanded Game settings:[/h2]
• Added in additional game settings: Research Speed, Damage Taken, Creature
Health and Doomsday Speed.
• Letters are now supported in seed generation. Players are able to type in words to
more easily share world seeds.
• The Server Browser now displays all custom settings chosen on selected games.

[h2]Base Building Improvements:[/h2]
• Crafting now pulls components from nearby storage containers when you do not
have all the required items in your inventory.
• Storage Vaults now take 1x1 grid space instead of 2x2.
• Conduits connected to a Power Grid can now be hovered to view the Grid Status.
• Increased the interaction ranges of many structures so they are easier to use.
• Updated the Storage Vault interaction collider before and after it animates to open.
• Placing a captured Shock Sprite into a Shock Sprite Generator now returns the net.
• Walls and Doors now block damage being done on the other side of them.
• Health bars on structures now hide when going into building placement.
• Updated the Power Grid to display real time not game time for power remaining.
• Updated and adjusted sounds from buildings that were too loud and noticeable such
as the walls/doors and micro refinery cook sound.
• Updated majority of the structures conduit connection ports to visually match the
structure’s models.
• You can now switch off a powered structure while holding a Plasma Welder.
• Fixed an issue where you could not throw items on the ground while inside a
powered Shield Generator.
• Fixed an issue where the Plasma Welder wasn’t animating for other players in
multiplayer.
• Fixed an issue where the Thermo Bulb would flicker being powered on when first
placed.

[h2]Map Improvements:[/h2]
• Overhauled the Map Filtering interface. It is now split into categories the player can
open and close. Players can toggle off the icons and categories. Filters will be added
to the list as the player explores the game to avoid spoilers.

[h2]New notification system:[/h2]
• Added a new Points of Interest Map interface. Instead of the map automatically
lerping upon discovering important story locations, players will now have to manually
find it on their list and can lerp to it themselves. Any map icon tracked will
automatically be added to the Points of Interest list.

[h2]Other Map Improvements:[/h2]
• Added the map functionality to set personal waypoints. These are user side only and
will allow players to choose a location to mark independently of tracked map icons.
• Added the map functionality to ping. Pinging will display for all players in multiplayer
to help draw their attention to a specific location.
• Wind Zones are now displayed on the map.
• Buildings that take damage on the Map will now flash red.
• Items tracked manually will not untrack when running into proximity of them.
• Added new options where players can lock the rotation of the Mini Map and Map to
north or to rotate with camera rotation.
• Added new buttons above the Mini Map reflecting rotation settings and resetting the
camera to face north.
• Clicking on the Mini Map now opens the Map. Added a hover state to make it look
clickable.
• The Mini Map now displays a vision cone to indicate which way Quinn is facing.
• Buildings are now displayed on the Mini Map.
• The Obelisks Respawns displayed on the Map have been moved to make them more
noticeable.

[h2]Other changes:[/h2]
Actor changes
• Improved almost all creatures in the game and their behaviours (including but not
limited to Sprites, Urchins, Corrupted, Crogs and Stalkers.). Ranged creature types
now try and stay ranged. Melee creatures using abilities will feel less random and
more planned based on their position and the player’s. Updated various abilities to
make them more interesting and specific.
• Gas Blossoms no longer attack instantly, allowing the player a few hits before the
attack begins.
• Added a small buffer to the Gas Blossom’s attack as it often felt like players would
get hit when they were visually outside the attack area.
• Gas Blossoms will now attempt to attack any creature they take damage from,
instead of being idle while being attacked at range.
• Added a small buffer to the charge attack damage areas as players often got hit after
dodging them and running back into melee to fight the creature.
• Stuns now have diminishing returns so players cannot get stun locked. Added stun
mechanics onto specific creatures.

Other
• Hazard damage no longer interrupts actions such as scanning, mining, digging and
foraging.
• Quinn no longer enters combat stance when taking Hazard damage.
• Various improvements to the Jungle Mushroom Biome. Balancing creature spawn
locations, resources and fixing issues.
• Players are no longer able to drag food items directly onto creatures to feed them.
• Removed the Friendly Fire option on the game creation screen as it brought technical
issues that would require too much support.
• Removed the Achievement related to Friendly Fire.
• Improved the highlight selection of various dead creatures so you don’t need to hover
mid air to select them.
• Added additional dirt around the Octomian Force Field Pylons to prevent players
from taking cold damage while talking to C.A.R.L.
• Improved collision at the Corrupted Stronghold to prevent players from getting stuck.
• Improved player collisions to prevent creatures from pushing the player through
walls.
• Improved NPC creature pathfinding.
• Void Rifts now damage the player’s armour.
• Resources destroyed by Void Rifts now drop their contents on the ground. This is
specifically related to players losing buried Artifacts to Void Rifts.
• Artifact pieces no longer get dragged into Void Rifts and will remain where they are
dropped or spawned at.
• Soil can no longer be dragged over plants that can not be fertilised.
• Added a safe zone radius around the Survivor Camp so that creatures can no longer
spawn close by. They can still wander into the area.
• Various improvements to optimisations to different systems in the game.
• Respawning at an Obelisk with the respawning server setting on will no longer
display the death screen.
• Walking out of range of the Brachylon Trader will now close the Marketplace
interface.
• Loading tips now update based on the player’s keybindings.
• Plants that have reached the maximum fertilised level no longer reference upgrading
them in their description.
• The death screen now correctly displays when a player dies via exhaustion and food
poisoning.
• Updated the latest translations, added new descriptions and fixed grammatical
errors.
• Creatures captured in Nets are now displayed with the correct name “Captured
[Creature]”
• Added new Edge of world effects that display in the void areas beyond the players
reach. This is to push forward the idea that the world is dangerous and breaking
apart.
• Updated all FMVs including Brachylon Shaman with pink staves to be green.
• Updated various environmental assets in The Oasis to improve pathfinding of the
Brachylons.
• Various improvements to the Badlands Biome. To address pathfinding issues and
visual glitches.
• Fixed an issue where you could die during the loading screen when resuming a
game.
• Fixed a bug where fertilizing plants would reset their growth and cause long regrowth
periods.
• Fixed an issue where dying while closing a rift would not count it for the objective and
block progression.
• Fixed an issue when cooking an item that expired in the Portable Stove caused it to
break.
• Fixed an issue when removing one piece of equipment would remove all damage
resistances related to that equipment instead of just the amount on the removed
piece.
• Fixed an issue when the player profile would display 100% world explored but there
would be noticeable large sections unexplored on the map.
• Fixed an issue where Brachylon Warriors would ask for more Carapace after the
player has already completed the objective.
• Fixed an issue where players could die and respawn anywhere they wanted.
• Fixed a bug where hovering other players would display the description as “To Be
Completed…”
• Fixed an issue when zooming on the Map using a Controller would cause it to zoom
into random locations.
• Fixed an issue where the Doomsday counter would appear to be zero on loading a
saved game.
• Fixed an issue where a building inventory would remain open after saving and
quitting a game and then resuming it even though it looked closed.
• Fixed an issue when opening storage containers, the first inventory slot would
incorrectly display the name of another item.
• Fixed a bug where the Octomian Drone didn’t untrack automatically on the Map or
Mini Map.
• Fixed an issue where hosts could join their own lobby and cause a crash.
• Fixed an issue where the Doomsday bar would be displayed after starting a new
game.
• Fixed an issue where plants that could not be fertilised, displayed “(Unfertilised) in
their name.
• Fixed an issue where the Void Rifts were spawning too close to the Octomian Ship
and pulled NPCs into it.
• Fixed an issue where plants that were not growing, still displayed (Growing) next to
their name.
• Fixed an issue where the tooltip of the tracker would be displayed under the tracker.
• Fixed an issue where save slots would shuffle their order after being deleted.
• Fixed an issue on the game creation screen where using the left and right arrow keys
in the text fields would exit the field instead of moving the text cursor.
• Fixed an issue where the refresh and sort buttons on the Server Browser were not
working.
• Fixed an issue when pressing the Resume button in quick succession could cause a
crash.
• Fixed a bug where the deployable Net aim reticle would disappear while it was
moved over terrain.
• Added more Doomsday music to play during its duration.
• Fixed an issue where the correct ambience was not always played.
• Fixed an issue where loading a game would play the wrong music.
• Fixed missing/duplicate voice over dialogue audio and added special music to some
key NPC dialogue sequences that were missing.
• Fixed an issue where the “new” notification yellow dot was cut off and incorrectly
pulsing.
• Fixed an issue where after equipping armours, Quinn would slide across the ground.
• Fixed various visual issues in biomes, such as missing terrain and assets popping
in/out at a distance.
• Fixed an issue where the Portable Stove light would turn off after mousing over it.
• Fixed the issue when using Q and E to rotate the character in the character
customisation screen would cause a weird shadow/ghost effect.
• Fixed an issue where the lightning in sandstorms didn’t correctly strike the ground.
• Improved the visuals of the lightning strikes during sandstorms.
• Fixed an issue where the players helmet custom colours were not being displayed
correctly ingame.
• Fixed some missing effects which caused pink textures to show.
• Fixed an issue when injured creatures would keep their VFX and Health bars visible
after being captured.
• Fixed an issue where Flares and other equipment would offset and float above
Quinn.
• Fixed an issue where the nets player custom colours would reset after being picked
up.
• Fixed an issue where the loading screen could disappear before the world had
finished loading.

Known Issues:

• Right click and drag will move the map and drop a waypoint.
• Consuming items with the map open can place a waypoint and consume an item in
the same action.
• Distance is not displayed for tracked buildings or other players as it is when a
resource or spawner is tracked.
• Map icons that appear on top of each other may flicker as they are viewed.
• The stun effect appears behind all actor's heads instead of on top of it.
• The intractable circle on the Brachylon Obelisk appears displaced.

COMMUNITY SURVIVAL SESSIONS



Trusted Space Corps Operatives! We at the UWC are honored to announce the start of a weekly galactic broadcast series, Community Survival Sessions which you can tune into live on Twitch https://www.twitch.tv/survivebeyondcontact Wednesdays from 14:00 CET.

To participate in the cooperative game sessions write @Shievo on DISCORD or join the open lobby titled COMMUNITY SURVIVAL SESSIONS in-game. We look forward to your support with saving Ketern!

RISE OF THE CORRUPTED - PART 2

[h2]PUBLIC BETA NOW AVAILABLE[/h2]



[h3]Raids Beta Branch Info[/h3]
Attention Space Corps Operatives, we have been receiving startling reports of unwarranted hostilities towards our operatives on Ketern, it appears they are under attack! All available Officers willing to accept this dangerous mission should make their way to the Raids Beta branch in Steam and attempt to protect their outposts from the constant Corrupted assaults and other hostile entities in the world.

As an added incentive for joining in the Raids Beta fight early, we must inform you that there are additional “sneak-peek” features included in the Raids Beta branch that are not yet in the current Live build! More information on these features is detailed below.

[h2]WARNING!![/h2]
The Raids Beta branch is a stand alone beta version of the game which will allow you to experience the Raids system without interrupting or breaking your previous saves. To ensure your current save files do not become corrupted, YOU MUST CREATE A NEW GAME AND SAVE FILE when you launch the Beta Branch. We suggest naming the save Raids Beta Test to not confuse the save files. DO NOT launch your previous saves in this environment, and DO NOT launch your Raids Beta Branch save file in the current live build. To return to a live build save, you must first switch back to the live build branch.

[h3]What is the goal of the Raids Beta branch?[/h3]
High Command is granting you access to this content early because we want your feedback, suggestions and bug reports! Operatives on the frontline are strongly encouraged to engage with us and provide their thoughts on Raids to assist us in shaping the future of this system moving forwards.

[h3]What exactly is Raids?[/h3]
Reports indicate that any outposts established on Ketern are now at risk of attack. It is advised that defensive measures should be considered when building outposts. Use walls, use turrets and use your wits to defend what's yours from the enemy!

Your C.A.R.L. unit will inform you ahead of time if motion is detected moving towards your base, giving you the time needed to return home and prepare your defences.

Expect an attack, prepare yourself, and build a Plasma Welder… You’re going to need it.

[h3]What should you expect when playing the Raids Beta branch?[/h3]
Should you choose to accept this mission you will encounter further conflict with both the Corrupted and other creatures on Ketern. The risks for your wellbeing have never been higher as the forces of the Corrupted march on your base to disrupt your operations. The scale of these attacks appears to increase based on the size of your outposts.

You must be ready to deal with forces at your front door, attempting to bypass your defences and disrupt your mission of saving Ketern. It is reported that these raiders will do their utmost to tear apart your structures and remove you from Ketern. To aid in your defences, you have been granted access to the Guardian Turret, a new structure capable of firing upon hostiles that attack your base.

[h3]How do you unlock the Raids Beta Branch?[/h3]
  1. In your Steam Library right-click on Beyond Contact and select “Properties”.
  2. Click on Betas
  3. Type the beta access code CaptainJackson in the bottom field and click “Check Code”
  4. Select raids_beta - Public Beta Branch for Raids from the opt-in drop down menu.
  5. Wait for the Beta Branch to install.
  6. Launch the game and CREATE A NEW GAME AND SAVE FILE.
  7. Enjoy!
  8. Report feedback, suggestions, and bugs.

[h3]What would we like feedback on?[/h3]
While we consider all feedback from our operatives valuable, in regards to the Raids Beta we request that you keep an eye out for:
  • Any bugs you encounter.
  • How do you fare against these raiders?
  • How do you feel about the frequency of raiders?
  • How prepared do you feel to deal with this threat?
  • How do raids impact your gameplay experience?
  • What direction would you like to see raids go in?
  • What types of defensive structures would you like to see?

[h3]How can you help provide feedback and report issues?[/h3]
A #raids-beta-discussion channel has been created in the Beyond Contact discord for you to provide direct feedback and discuss Raid related topics.

Alternatively, a sub-forum called Raids Beta Discussions has been created in Steam for the same purpose. https://steamcommunity.com/app/877010/discussions/6/

You can additionally report issues and share feedback by using our feature upvote system. https://beyondcontact.featureupvote.com/

The future of raids rests within your hands, Operatives.

[h3]Some of the additional features you may see in this Beta Branch (not yet live on the public branch)[/h3]
  • New Guardian Turret building - A new defensive structure has been added to help defend the player’s base from attackers.
  • New Power Switch building - A new Power Switch building has been added which allows players to toggle off parts of the grid for easier power management.
  • New base map icons - We’ve updated the base on the map to have specific icons so it’s easier to both locate your base and know which base is under attack.
  • New creature archetypes - Expect to see new creature behaviours, for example: ranged creatures staying at range and their attacks feeling less “random”.
  • New edge of world effects - Edge of world effects have been added to the game to give the world a general sense of danger as the world is falling apart.

Space Corps WANTS YOU to help GIVE THE GIFT of Beyond Contact!


We're gifting Beyond Contact Steam keys to Space Corps members for distribution to their friends and family over the holidays, to help continue the amazing flow of feedback we have been receiving from the community. So far your feature suggestions and bug reports have immensely helped improve and advance the game, as well as supporting us in shaping our Early Access Roadmap.

We have recently released Part 1 of our first content update Rise of the Corrupted featuring customizable Difficulty Settings, and next week we plan to get the previously mentioned Part 2 (Raids beta branch) in your hands, and we would love to hear what you think about both.

All you have to do to collect your key is jump in the Space Corps Discord server https://discord.gg/GbgVYEzkxT and DM Shievo. He will hook you up with a key, 1 key per person, while supplies last.

Once you and your friends have had a taste of Rise of the Corrupted, head over to our public feature upvoter and bug tracker to us help identify potential bugs and to have a continued voice in determining which features will make it into the game. https://beyondcontact.featureupvote.com/

Thanks for your continued support and Happy Holidays from all of us at the United Worlds Congress.

RISE OF THE CORRUPTED - PART 1

[h2]UPDATE NOW AVAILABLE![/h2]



[h3]Rise of the Corrupted - Part 1 [/h3]
Part 1 is NOW AVAILABLE and includes the highly requested and much-anticipated Game Difficulty Options and Custom Keybindings.

Also included in this update is an extensive amount of improvements to Gameplay, the User Interface, Audio, and Visual FX. The full details of Version 0.50.14 can be found here: Version 0.50.14 Change Log

[h3]Rise of the Corrupted - Part 2 [/h3]
Part 2, which will include Corrupted/Urchin Raids as well as new base defense gameplay will follow as a special Beta Branch for you, our loyal community, to test and give feedback on before its official release.

We hope to get this Raids-specific Beta Branch to you by next week so that you can start testing and providing feedback immediately.

We have created a new channel (#raids-beta-discussion) in our Discord server, and a new Sub-Forum here in Steam for you to share your feedback with us.

As always, if you have bugs to report or would like to suggest gameplay features please create a suggestion in our public feature upvoter and bug tracker.

On behalf of the United Worlds Congress, we sincerely thank you for your continued patience and support.

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