The "Makoto Naegi", "Kyoko Kirigiri", "Celestia Ludenberg", and "Junko Enoshima"
limited-time additional outfits will be available until August 9th (Sun) 23:59!!
Don't miss it!
#일번가단간론파콜라보 #마작일번가 #단간론파


Hello, this is the TROUBLESHOOTER development team.
First and foremost, we sincerely apologize for not being able to share development news with you for so long.
We are well aware of how precious the interest you show to a small team like ours is. Nevertheless, the fact that we haven't been able to share news for a while due to the development team's situation is entirely our shortcoming. Even if it is late, we would like to share the development journey our team has taken over the past 10 months, step by step, with you.
1. Development Team Situation
At the beginning of this year, we encountered many obstacles due to a lack of team capability.
Contrary to our belief that using a powerful commercial engine would make it easy to achieve many things, the cool features could not be properly controlled due to the development team's lack of capability, leading to a situation where it was worse than having nothing at all. That is how we kept delaying the development news month after month, and before we knew it, 9 months had passed.
Currently, many plans have been pushed back. Also, we are questioning whether our current state is one that players can be satisfied with.
Therefore, we plan to upload a playable demo version within this year. And we intend to update that demo version for a while, like an Early Access, to gather your feedback and build upon it. We will do our best to go through the process of creating a better game together with your help.
We will do our best to ensure this commitment is fulfilled.
2. New Abilities
In turn-based combat, moving enemies or securing an advantageous position for yourself is one of the elements that create various variables.
Also, to make the parts that tend to become similar as the number of characters increases more diverse, we are trying to incorporate elements from various RPGs and fighting games into our turn-based game.
Albus's Kidnapping
This is an evolved version of the ability that used to pull enemies with Neguri's tongue. After pulling the enemy, you step back one tile. The reason we included the "step back" action even though it is a light ability that can be used with 1 Action Point is that we hoped this movement itself would become an option for you to consider strategies by combining it with various masteries.
Ari's Breeze Kick
If you are an archer, it is naturally advantageous to keep your distance. This is a harassment skill that also consumes 1 Action Point, knocking back the hit enemy and creating distance. What if there is a wall behind the target you kicked away?? I won't bother explaining.
Gravis's Snatch
Even if it's a melee power type, if it can be useful depending on the situation, shouldn't we add it as an option among many abilities?
It is said that among Gravis's masteries, there is one that allows him to attack one more time if a nearby enemy falls. So they say.
Yuri's Flame Wall
We are now using Flame Wall, a dual-point targeting ability! After designating the point you want, if you designate another point, we think you will be able to create the situation you want.
Fay's True Dark Whirlwind Kick
We are now working hard on adding effects to the abilities. It is still an unfamiliar engine so it is quite clumsy, but we will do our best to make it better than the previous work!!
3. Tooltip Improvement
Our game has a lot of information regarding abilities or masteries. As a result, tooltips often filled the entire screen.
So we pondered how to visually refine this while effectively conveying various functions.
After much thought, we decided to use the dual-tooltip structure used in many games. In the previous work, you had to go to the help menu to check the mechanics of many games. However, in this work, you can check most information immediately by hovering your mouse over the concept you are curious about in the tooltip.
4. Scenario Development Status
This story begins with events taking place in the Calter Mountains several months after Albus founded his company.
As a result, many characters from the previous work will appear as enemies, allies, or companions.
We are also steadily preparing the stories of the 11 protagonists.
We will do our best to bring you much enjoyment regarding who they are and why they are going on this journey.
5. New BGM
Most of the BGM for this work is being handled by KaZing. We will do our best to fill your time with great music!
They are back
This is the track we intend to use as the theme song for this work. Those who were exiled are returning.
Highlander
An inescapable fate awaits the warriors of the Frosthorn Plateau.
Yuri
Yuri is drawing a picture again today. To prophesy the future he is drawing...
6. Closing the Development News
What gives us strength is your support and interest.
Even while hoping for such interest and support, the fact that we could not share development news is something we must apologize for.
Once again, we apologize for the delayed development.
We will definitely show you how this game starts and how it changes within this year.
Have a great weekend!
Thank you.



RewardCheck-in🏷️ $0.1 USD Stackable CouponSTOVE Store Check-in
❄️ 1,000 Flakes
🧧 5,000 CoinsRiichi City Check-in


I am leaving this verification because I was asked to prove I am not a bot farm



TRINUT STUDIO's Pass the Bomb : Runner will be
It is scheduled to be introduced through INDIECRAFT at gamescom 2026! 🎮💣
You can find Pass the Bomb: Runner on-site through game-related directory books and more.
If you are visiting gamescom, be sure to look for INDIECRAFT!
We ask for your interest and support! 🙌
#gamescom2026 #INDIECRAFT #인디게임 #게임개발 #PassTheBombRunner


8/8
10*20 = 200
100*6 = 600
1000*3 = 3000
3000*1 = 3000
6800-3000 = 3800

18:35~19:50 Live Info Show
19:45~20:40 Extreme Jobs
21:00~22:40 Whenever Possible
21:55~22:50 Architectural Exploration - House
22:50~23:45 Witnessing the Era
00:40~00:50 Knowledge Channel e

#일번가단간론파콜라보 is scheduled to end on August 9th (Sun) at 23:59.✨
Join now‼
#마작일번가
#단간론파


Hi!



Hello, this is Rito from CrewPlus!
Today, I'm going to review a new extraction shooter game set in Chernobyl, STALZONE.
Strictly speaking, it has been serviced abroad since 2014, but it officially launched in Korea this July.
Actually, the first game that comes to mind when you think of an extraction shooter is probably Escape from Tarkov.
In fact, this game was released globally before Tarkov. (Tarkov in 2016, STALZONE in 2014)
But... to lump it together as an extraction shooter, well... it feels a bit different. Extraction??? Shooter??? Something like that?
First, the graphics, which can be considered the game's biggest feature.
The characters overall have a bit of a Roblox feel.
Or maybe like those old Oxford Science mini-figures...?
They adopted a short, 3-4 head-tall design to emphasize the arcade feel.
It's definitely decent, but... uh... it's decent, but...
It's just funny when you keep looking at it. It feels like that was intentional.
It's like it went past the uncanny valley and became a mountain of pure joy...
Anyway, once the game starts, a short tutorial proceeds.
The basic controls are not much different from other FPS games.
WASD to move, mouse to aim, left-click to fire, right-click to scope.
You can use the E key for inventory and the F key for looting.
A UI you've seen somewhere before, right?
Yes, the inventory system is almost identical to Tarkov's. Now the hell of inventory management begins
You can move items one by one with a left-click, but you can move them quickly with SHIFT+left-click.
Or you can just press X to move everything at once.
There is no search time, so looting is fast.
Anyway, the protagonist secures items while enduring the radiation of Chernobyl,
but as soon as they board the extraction helicopter, they get backstabbed, fall from the helicopter, and while dying, get sucked into the forbidden zone.
There are two factions in the forbidden zone: Stalkers and Bandits.
Players choose one of these to play, and since I love looting to the bone... I chose the Bandits.
Of course, you can create up to 10 characters, so you can create another character later to play the opposing faction.
Each faction has multiple bases.
Here, you can interact with other players, buy/sell items at shops, and craft/repair weapons.
As you clear main quests, you can travel to other bases, and new upgrades and parts are unlocked each time you level up at each base.
If you go out through the base exit, a vast field unfolds.
It's a musty field with bad air and bad water, but it's a pretty lucrative place to make money.
The time in this field keeps changing,
so at night, you have to press the N key to equip night vision goggles to see properly.
There are various threats in the field,
The first is the mutants.
They feel like monsters, and they run up and launch melee attacks. This hurts more than you'd think.
They usually drop items like animal carcasses or parts.
The second is enemy NPCs.
They shoot guns, and they almost all fire in full auto, so your health drops rapidly in close quarters.
They usually drop regular ammo or junk items.
The third is debuff effects.
Entering certain areas might raise the temperature, or entering water might increase radiation levels.
There are various debuff effects, and if you reach a certain level, you will take quite painful tick damage.
If you touch an electrical effect, you lose nearly 40% of your health at once, so be careful as there are many cases where you die from this.
Lastly, there are players from the opposing faction.
Since each faction has a different base, you won't run into them much early on, but as you move to other bases, you will run into them often in the middle areas.
If you kill them, you can loot the items they were carrying.
Of course, if you get downed like this, the opponent will take your items.
Why!!!!! I shot first!!!!!!!!!!!! Why!!!!!!!!!!!!!!!
Still, weapons and armor are continuously maintained.
Besides that, quest items are 'bound items' and do not disappear from your inventory even if you die.
This is the reason why I felt like it was an extraction??? shooter??? at first,
Usually, in an extraction shooter, no matter how well-equipped you are with weapons and armor, they disappear once you die,
but this game preserves your equipment, so I thought it might be closer to an MMOFPS.
STALZONE has a world event: 'Eruption'.
Every 24 hours in real-time, the temperature on the surface rises sharply. This is called an eruption, and if you remain on the surface, you are guaranteed to die.
The way to avoid this eruption is to enter a shelter, and the location is marked on the map.
Of course, I couldn't find it and died...
So, how do you make money?
You can loot in various ways and sell them at the base.
You can pick up remains dropped by dead mobs like this,
and like a true extraction shooter, you can also loot from other people's corpses,
of course, you can also loot if an ally dies, but... you can't touch it for a certain amount of time, so you'll have to pray the owner doesn't come back.
Of course, naturally, there is also a way to open various boxes in the field to collect items.
My impression after playing this game was... 'This isn't an extraction shooter 'Crash' kind of feeling.
Unlike other extraction shooter genre games, the burden of losing weapons or equipment is low, so the tension was significantly lower.
Of course, there are people who don't play extraction shooter games because of that tension , right?
So I think this point is both a strength and a weakness.
The main quest story was solid and could be enjoyed for a long time,
but no matter how I think about it, I felt that the content on the field was scarce and repetitive.
I think I cleared this mission more than 10 times in 3 hours.
Even then, the rewards were just junk items...
So, in reality, I ended up focusing on clearing quests rather than field looting.
Running into players from the opposing faction was also less frequent than I thought, so the tension decreased...
This ultimately seems to require a fundamental system revision or the addition of field content.
Anyway, that's my review of STALZONE.
Since it's an old game, there are some points that don't fit the tendencies of current players, but despite that, seeing many people, including streamers, enjoying it, I could tell that it is 'fundamentally a fun game'.
Actually, I tried to play it lightly once and ended up staying up all night...
Above all, I really liked the refreshing sense of speed because it supports a field of view up to 110. I think I will continue to log in and enjoy it whenever I have time in the future.
They are currently giving out two types of promotional coupons that give in-game items to commemorate the Korean service launch, so I highly recommend you try playing it as well.
Thank you for reading the review!
▲ STALZONE Store Link (Click)





PLAY THE ANIMATION! 에픽세븐!
안녕하세요. GM알카서스입니다.
먼저 기사단 전쟁 참가 오류와 시즌 종료 보상 지급 관련하여 계승자 여러분께 불편과 실망을 드린 점 진심으로 사과드립니다.
후속 안내를 기다리고 계신 계승자 여러분께 진행 상황을 보다 신속하고 투명하게 안내해 드리지 못한 점 또한 사과드립니다.
각 현상의 발생 원인과 후속 조치에 대한 상세 내용은 아래를 확인해 주시길 바라며,
지속된 오류와 안내 지연으로 불편을 겪으신 계승자 여러분께 사과의 마음을 담아 아래와 같이 보상을 지급해 드릴 예정이오니 이용에 참고 부탁드리겠습니다.
■ 기사단 전쟁 오류 및 후속 안내 지연 보상 안내
1> 지급 보상 : 영광의 증표 100개
2> 지급 일정 : 7/16(목) 점검 후
※ 보상은 7/16(목) 점검 후 게임에 접속하시면 우편함을 통해 획득하실 수 있습니다.
■ 기사단 전쟁 관련 현상 및 후속 조치 안내
1. 기사단 전쟁 참가 오류
1> 현상 안내
- 6/4(목) 업데이트 이후 기사단 전쟁 매칭 시점에 급격한 서버 부하 발생으로 인해 일부 기사단의 매칭 등록이 정상적으로 이루어지지 않았습니다.
- 매칭 등록에 실패한 기사단은 기사단 전쟁에 참가하지 않은 것으로 처리되어 해당 일자의 기사단 전쟁에 참여할 수 없었습니다.
- 이후 무점검 패치를 통해 해당 원인을 임시로 수정 진행하였고, 추후 업데이트를 통해 추가적인 보완을 진행할 예정입니다.
2> 보상 안내
- 지급 대상 : 6/4(목) 업데이트 이후 기사단 전쟁 매칭 실패로 인해 전쟁에 참가하지 못한 기사단 소속 계승자님
- 지급 보상 : 오류 발생 당시 기사단 티어 기준 승리 보상
- 지급 일정 : 7/16(목) 점검 후
※ 지급 대상은 오류 발생 당시 기사단 소속 정보를 기준으로 선정됩니다.
※ 상세 지급 기준은 최종 확인 결과에 따라 일부 변경될 수 있습니다.
2. 기사단 전쟁 2026-1 시즌 종료 보상
1> 현상 안내
- 기사단 전쟁 종료 후 프리 시즌 동안 기사단 전쟁 시즌 랭킹 집계가 진행됨에 따라 신규 시즌 시작 시 이전 시즌 보상이 지급되었습니다.
- 이로 인해 프리 시즌 기간 중 기사단을 이동하시는 계승자님께서는 기사단 전쟁 시즌 보상을 정상적으로 획득하지 못하는 현상이 발생했습니다.
- 이후 진행되는 기사단 전쟁 시즌 정산 기간을 프리 시즌 1주차에 진행할 예정이며, 정규 시즌 종료 후 해당 정산 이전에 기사단을 이동하시더라도 보상이 정상 지급되도록 수정할 예정입니다.
2> 보상 안내 (08/11 수정)
- 지급 대상 : 기사단 전쟁 2026-1 시즌 종료 후 진행된 프리 시즌 중 기사단을 이동하여 시즌 종료 보상을 획득하지 못한 계승자님
- 지급 보상 : 기사단 전쟁 2026-1 시즌 종료 당시 소속 기사단의 시즌 랭킹에 따른 시즌 종료 보상
- 지급 일정 : 추후 안내 08/10 지급 완료
기사단 전쟁 토너먼트와 시즌 재화 추가로 기사단 전쟁에 대한 관심과 경쟁이 더욱 높아진 반면, 서버 환경과 기사단 시스템을 충분히 점검하고 대비하지 못해 기사단 전쟁을 이용하시는 계승자 여러분께 안정적인 플레이 환경을 제공하지 못한 점 진심으로 사과드립니다.
앞으로는 안정적인 서비스 환경을 제공하고, 주요 변경 사항과 진행 상황을 보다 신속하고 투명하게 안내해 드릴 수 있도록 최선을 다하겠습니다.
감사합니다.


cc



cc

이게 1달 넘게 질질 끌만한 보상인가...? 걍 당일에 줘도 아무문제 없는 수준인데?

