Genre: Role-playing (RPG), Strategy, Adventure, Indie, Card & Board Game
Deep Sky Derelicts
Deep Sky Derelicts: Definitive Edition ANNOUNCED!
Hello Scavengers,
we have got a little announcement to make! After all the updates and two DLC, we decided to release a Definitive Edition of Deep Sky Derelicts which includes said updates and DLCs. It's going to be coming out on 24th of March!
If you haven't played the game yet but were thinking about getting it, now is the basically the best time!
Also (we believe some of you may be interested), the game is coming to consoles! Namely Xbox One, PlayStation 4 and Nintendo Switch. So if you felt like taking DSD on the road or playing it from your couch on TV, now you can! Same as the PC version, they are coming out on 24th of March.
Here is the DSD Definitive Edition trailer:
[previewyoutube="PIPly7r7CHw;full"]
Update 1.3.3 NOW LIVE!
Greetings scavengers,
we have a new update fresh from the space-oven!
Here is the full 1.3.3 changelog:
Changes:
Reduced Spiker damage and armor gain per level a small amount.
Slightly increased initiative gain per level for Alzarus (Foul Practitioner) and Harkeon (Power Failure)
Rockmorph uses Magnetic Interference and Rock Counter more flexibly.
Slight adjustments and fixes to Cobra Guard, Cobra Assassin and Cobra Matriarch behaviours. For example assassins were uncharacteristically noble and refused to use "Cloaking" and "Sneak Attack" cards. Made all 3 them use their cards a bit more flexibly.
Red Mist (Skink Acolyte): Reduced initial damage buff from +20% to +15% and the additional damage buff per attack performed from +20% to +10%. Also fixed it giving ENERGIZE 1 on crit for longer than intended.
Barbed Orb (Skink Acolyte): Added a critical effect that adds +2 turns to the effect's duration.
Skink Acolyte: Adjusted AI. For example will use "Boost Vigor" more often on allies, won't use "Drain Strength" multiple times on the same target and will only use "Red Mist" and "Acid Infusion" as a last resort if no allies left in combat.
Skink: AI will only use Skink Call as a last resort if only one Skink is left in combat.
Staff Strike (Skink Acolyte): Increased stun chance from 20% to 30%.
Drain Strength (Skink Acolyte): Improved duration from 1 turn to 3 turns. Added duration to description.
Skink: Made them a bit less likely to focus on one target with acid attacks, prevented them from going invisible with "Blend" when they are alone and they should refrain from using "Skink Call" if one is already active.
Updated Piratech AI. Won't use "Oversee" if solo or with just one ally, if multiple Piratechs present they won't stack the use of "Oversee" or "Give 'em Hell" cards, made "Release a Drone" higher priority, will not use shield restoring abilities if solo unless it's the only card they have and also fixed the AI not using "Blinding Flare" card at all. Such blindness, much wow. While at it reduced the crit damage of Showstopper to 200% from 300% because those 90+ damage crits can be pretty obnoxious.
Fixes:
Improved the accuracy of the indicated energy cost for moving multiple tiles.
Ensure that quest loot from combat rewards is always received even when pressing Leave on the reward screen.
Fixed station encounter state not being fully saved in some situations. Existing encounters should get fixed on load, but it's not guaranteed that they work perfectly in all cases; any future encounters should be fine.
Fixed wrong title for Enhanced Crafting details on the research screen.
Fixed a script error in Banger/Death Toll.
Fixed an alien machine encounter not going anywhere in some cases.
Fixed issue where a random NPC encounter could be generated with invalid dialogue.
Positive Side-Effects (Chemist): Fixed health buff option not displaying the text correctly when applied.
Fixed being able to skip quest dialogue via ambushing.
Fixed Cobra Assassins not having any sound for Vulnerability Shot and Single Shot.
Fixes towards the Widening the Perimeter habitation quest not having targets on the map.
Added ship names to habitation quests in the mission log.
Fixed Craft Supply not handling cards correctly if it was canceled without picking a card. Canceling it will also now count as a played card so that you can't replay it infinitely to find a specific card.
Fixed issue where cards could be duplicated when recycled twice during the same turn.
Seal of Betrayal: Fixed blocked quest progression if you killed all but Dogtooth and returned to Bennett.
Fixed Hull Breach room condition showing "Low gravity" and added the actual description in there.
Fixed socket locations sometimes not yielding Chip Socket required for Logomo to perform mental chip calibration.
Skink Call (Skink): Affects Skink Acolyte now correctly.
Boost Vigor (Skink Acolyte): Fixed it to correctly give Self: ENERGIZE 1 instead of 2 on critical.
Fixed issue where the traveling weapon trader could have heavy ranged weapons even when DLC 1 is not installed.
Fixed combat issues caused by some equipment effects not handling recently killed units correctly.
Shield Discharge: Now as it describes, does purely shield damage.
Fixed combat bug when an enemy tried to use Magnetic Interference on the station (the station is sufficiently shielded, so it shouldn't have an effect).
Fixed combat freeze that could happen in some situations when a unit killed itself.
Fixed combat issue where some channeling actions could be regarded as negative effects by other cards or abilities.
Fixed script errors in Self-Repair, Vulnerable Self-Repair and Protective Self-Repair.
Fixed level up notifications not working.
Fixed EMP Grenade and Flash Fever comic panels not working correctly with some enemies.
Fixed Demoralize bugging out when applied twice on a unit.
"???" NPC shouldn't become unavailable after leaving the conversation for the first time.
Corrected the description of Chemist's "Power Injection". Now correctly states that it only affects allies.
Rank 3 Transfer will now correctly ENERGIZE self instead of ally.
Fixed Cryo Wave description stating that it attacks all enemies when it in fact targets adjacent 3 enemies.
Crystalmorphs sometimes had problems understanding how to use Crystal Hail but they shouldn't now.
Fixed various small glitches in comic panels.
Stygian: Reign of the Old Ones gets a major content update!
Hello everyone!
In the past we've talked to you about our good friends behind the horror RPG Stygian: Reign of the Old Ones. Today they published a major content update for their game, and as we know some of you from this community have shown interest in this game, we would like to share these news here.
Check out the largest update for Stygian: Reign of the Old Ones here: https://steamcommunity.com/games/779290/announcements/detail/1687093048750087508
Update 1.3.2 NOW LIVE!
Hello scavengers,
since the launch of the new DLC we have been listening and working on a patch to fix reported issues. Lord behold, here is the update! ːsteamhappyː
Update 1.3.2. Changelog:
Fixes:
Fixed some enemies having 0 health and freezing combat, in particular Myrmex summons.
Fixed a couple of bounty targets being able to spawn as normal enemies.
Fixed an issue where retraining could result in characters having rank 0 abilities, leading to all sorts of problems such as characters doing 0 damage.
Fixed combat errors that could happen in some situations when purging effects.
Fixed problems with right-click transmuting.
Fixed Scrap Armor not working when Russian language is selected.
Fixed issue where Robotics Node could not be crafted.
Fixed some combat issues that could happen when a unit channeling an effect was killed by a DOT.
Fixed text and invalid icon tags in some codex entries.
Fixed Medic/Understanding of Anatomy applying buffs incorrectly.
Fixed Technician/Nano Bots script error if activated at the start of combat.
Fixed Technician/Nano Bots not ignoring Inventors when checking for lowest shields.
Fixed triggered traps not having any effect if the comic panel was skipped.
Fixed harmless error when Myrmex Cocoon hatched.
Fixes towards not being able to exit the room after combat.
Unfortunate Case of Potto progression shouldn't get stuck now if you deal with some of Potto's issues and then kill him.
Apparition Apprehender mission: Able to now interact with Foulmouth after retreating in post combat.
Rogue Glitches: Fixed not being able to fight the glitches again if you had retreated post combat.
Fixed not being able to change number of ability cards while adding points to an ability.
Fixed issue where card +/- buttons in the ability UI were unresponsive in some situations.
Fixed issue where the number of ability cards could exceed the maximum allowed after adding points to an ability with 3 cards max.
Fixed problems with Chemist/Combat Stimulant; it was buffing multiplicative modifiers too much and not rounding some values appropriately.
Fixed Medic/Painkiller Additive not rounding the health bonus.
Fixed aggressive personality bonus text showing up twice in the crew creation popup.
Fixed missing warning about deleting saves for bad endings.
Station Life DLC is NOW AVAILABLE!
Hello scavengers,
it's time for you to put on your space suites and go back to the deep sector to do some good ol' scavenging! Station Life DLC just came out!
Brand new DLC - Station Life as its name suggests, focuses on turning the station, your scavenger home and safe haven, into a livelier and more varied place to be, more useful and versatile hub of scavenging operations, and a more compelling experience overall.
The overhauled station brings new possibilities to further upgrade and customize your crew by crafting custom weaponry and equipment, re-training and neurally enhancing your squad members, and even changing their looks to your liking. The DLC also throws at you a handful of randomly generated but constantly challenging encounters and timed events that involve other station dwellers and may easily catch you off guard while always putting either your combat prowess, your luck or your business acumen to a test. To top it all off, the local bar now offers you a bunch of high-profile bounty contracts to pursue during your derelict raids for unique trophies and hefty coin rewards. Oh, and there is a new recruit class, the Inventor, waiting for you there!
Station Life Features:
Give junk new life in the Crafting Workshop by turning old equipment into a new, powerful, tailored gear
Character-augmenting Experimental Surgery Department and Neural Reprocessing Facility add-ons introduce more customization options for the party
Random station encounters like brawling with rival scavenger crews, bargaining with shady dealers, and fending off raidering intruders make base management even more exciting
New side missions to complete and a bunch of new NPC encounters to discover and enjoy
A new playable class: Inventor - a sturdy, melee-combat oriented character that lacks shields but applies unique health regeneration abilities on the battlefield to compensate
Six brand-new nasty enemy types of varied power and nature
New equipment, bounty contracts, station environments, and more!
Station Life DLC Announced!
Hello Scavengers,
life in the deep sector gets little more comfy with a brand new DLC - Station Life!
Station Life focuses on turning the station, your scavenger home and safe haven, into a more lively and versatile hub of scavenging operation. The overhauled station introduces new possibilities to further upgrade and customize your crew, challenging encounters and timed events that involve other station dwellers, and high-profile bounty contracts to pursue during derelict raids, as well as a new character class.
Turn-based combat RPG, Stygian: Reign of the Old Ones is out now!
For the fans of turn-based combat and RPG, Stygian: Reign of the Old Ones has been released this week by 1C Entertainment.
Stygian: Reign of the Old Ones is a Levocraftian horror RPG that offers a mix of rich role-playing and turn-based tactical combat, represented in an illustrative visual style.
we just released a brand new update 1.2.4! No need for a long introduction, here is the changelog:
Fixed a persistent combat bug that could cause all kinds of trouble when certain interactions happened at the start of a turn. Most visible with card-picking abilities such as Adaptive Tactics, Scrounger or Manufacture
Fixed potential issues after loading a saved game in the middle of combat
Fixed Technician/Tool Expertise not handling canceled cards correctly
Fixed issues with Cobra Matriarch / Shield Wall
Fixed issues with Myrmex Priest / Stormbending
Update 1.2.3 has been released!
Hello everyone!
We've just published a new update [1.2.3] that includes few changes and bug fixes. Thank you all for providing your feedback and reporting any issues!
Update 1.2.3 changelog:
Changes:
If the crew gets ambushed, retreating is not possible for two combat rounds.
Fixes:
Fixed a map freeze caused by newly spawned enemies not being initialized correctly.
Fixed a combat bug that could occur in some situations when either side had only one unit left.
Fixed combat issues with Scrapper/Adaptive Tactics.
Fixed combat bug with Miner/Overcharging Boost when refreshing the existing buff.
Fixed The Power of Blood quest not continuing after retreating from spawned enemies.
Fixed Predict Behaviour card text showing 2500% Evasion instead of 25%.
Fixed habitation name not being displayed correctly in friendly habitation dialogue.
Fixed a combat bug that could happen when playing a card manually after the crew member had already played a card while under confusion/fear on the same turn.
Other small fixes and safety checks to various card and combat scripts.
Update 1.2.2 is NOW LIVE!
Hi everyone,
we just pushed out new update that mainly adresses the crashes that started happening after the DLC release (that affected even base game users that don't own DLC) but also fixes and changes some other aspects based on your feedback.
Here is the changelog:
Changes:
Adjusted a lot of equipment base stats' and modifiers' min and max values (including the gain per level) to be closer to each other so that higher level items are more consistently better than their lower level counterparts.
Ancient Eye/Lout Drone: Increased Headbutt damage from 50% to 70%.
Lout Drone: Both melee and ranged damage increased by 1 on all ranks.
Adjusted shield damage values on Blaster and removed the possibility to spawn a random extra shield damage modifier on Blaster cores.
Added skill (weaponry, tech, medical, scavenging, mental) bonuses as possible modifiers to spawn on weapon cores.
Further increased the chance of spawning Janitors and Wurmlings in level 1-3 derelicts.
Blasting Charges: Made damage scaling from 6/8/8 to 6/7/8 and now only targets 2 enemies at all ranks.
Slightly reduced credits bonus from Mental skill.
Reduced a lot of DAMAGE RESISTANCE, ARMOR and EVASION stats on a bunch of enemies.
Adjusted INITIATIVE values on a lot of enemies. Affects especially enemies at high levels not having as high values except on some specific "speedy" ones.
Fixes:
Fixed issue that could make some of the NPCs inaccessible in the Administration Of Pirates quest.
Fixed a bug that could break combat when Psyker/Mental Shield was active.
Fixed issue with retreating on a freshly loaded save.
Fixed Ice Cover not being targetable.
Fixed issue where NPCs kept stopping the player after already having met them.
Fixed tile condition icons not showing up on the map display.
Added missing status icons to Augment cards.
Fixed inventory showing h- eavy ranged weapons as available for ranged weapon - slots, even though they can't be equipped.
Fixes for a crash on startup that was affecting some players. If you still experience crashes, please email the following to
support@snowhoundgames.com:
* The output_log.txt file (located in \Users\\AppData\Local Low\Snowhound\Deep Sky Derelicts)
* The crash.dmp file, if one is generated. This should be in \Users\\AppData\Local\Temp\Snowhound\Deep Sky Derelicts; the exact location should also be visible near the end of the log file.