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Full Steam announcements and update articles for this title.
We've been hard at work adding and perfecting the games for Grave Stakes and literally making hundreds of fixes and improvements. We're thankful for all of the feedback we've received during Early Access and for all those brave souls who have signed up to be contestants in it's earliest states.
The game currently has 5 different Games in different areas with individual Executioners...er, I mean Game Masters.
We've also just added Double or Nothing that the winning player can elect which is more of a simple physical challenge of escaping a maze in order to double your winnings...that's all, nothing to it really.
As we prepare for launch we hope to see in you in the game and as always, any feedback, bugs or suggestions can be sent to [email protected].
Much appreciated and thanks for playing!
There's no more fitting location for a mortal struggle than an ancient Colosseum where gladiators battled to the death!
A delicate game of seeing how many times you can strike between your fingers with a knife before the time runs out. Bid on how many times you think you can strike but if the next player calls your bid you better be ready to perform. Callers beware, if you call a player and they are successful you will be eliminated instead. It's a high stakes game down to the last player.
The Colosseum and Knife Strike game are overseen by the game master, Dominus! This gladiator has a peerless record in the arena and is very efficient in administering the game rules. He's so quick you'll barely feel a thing...better to win and not find out.
We've been extremely hard at work over the past weeks. For those of you interested in the fine details, a list of fixes and improvements is included at the bottom of this announcement.
More to come and thanks for playing!
Warren
Wild West Games
Bots spawn at a much faster rate, reducing popping when added to the game
Adjusted difficulties of all bots so they are less likely to fail early
Improved dismemberment of players and bots
Fix characters beginning ragdoll before their death animation has completed
Fix cases of executioner walk animation not playing
Fix pop in animations first-play on players and bots
Shuffle voiceovers used when players fail instead of choosing randomly, reducing repeats
Fix volume sliders, changes not re-applied on startup
Fix more shutdown crashes that may occur when using alt+f4
Players and Bots will toss their held items when executed
Added Invite-only and friends-only lobby types
Display correct placement for Yakuza players that did not win
Fix missing characters with fonts used by sub titles
Fix cases of stuck UI when waiting for more players and/or returning to the lobby
Change game result to only show "Yakuza win" or "Civilians Win" dialogue for 1st place winners
Fix index out of range error in yakuza gameboard when failing remaining citizens
Fix knife game bar scaling when bids exceed 50
Host options widget fixes for client
Prevent bidding over max
Knife game does not end the current round if max bid is hit
Increase max knife game bid to 100
Replace rich text widgets on W_Captions with advanced right text
Replace instances of ? (code page 0x92, character 146) with a standard apostrophe ' (0x27, character 39) and re-run localization
Improve blending of gladiator blendspace when walking
Fix Knife game turn issues caused by wrong host/non host nodes used
Disable print to screen on noisy logs
Change location acceptance radius for attack target locations from 25 to 10 to help Cletus get closer to pressing the car lift button
Adjust camera for Simon up by 5 centimeters to improve clipping when pressing far buttons
Add blend time for first-played momentary animations
Handle null reference in B_Card
Add damage causing anim notifies to garage car lift victim animation
Animation | Add more variance and improve timing of anim notifies for Cletus attacks/victim animations
Correct Saw characters base health so they are killed correctly with their victim montage anim notifies
Clear more invalid mesh weights on dismembered appendages that cause stretching
Add missing host-only node on knife game board causing the game to stop working
Correct redundant hits on detached limbs for Cletus; preventing his attacks from spawning vfx at 0,0,0
game detects when knife strike rounds began with out a caller/callee and end that round
Knife game only draws failure attempt once, before striking begins and if deciding to faill will not attempt failures until 50% through move sequence
Add per-round curves for knife game bots
Timeout in Knife game implementation changed to follow blueprint flow
Change macro for creating widgets so player controllers may track all widgets; resave all widgets using this macro
Resubmit L_Test_Game with no background level
Update post process material list on all maps
Action cards set their custom depth value based on usability
Post process materials for rim shaders wite, green (usable) and red (not usable)
Blueprint Interface for action card game ability, API - GetHandIndex
Fix issues with transition to spectate for last remaining player(s)
Hide hyphen in player status widget
Use explicit animation scaling in Cletus blendspace (max 1.25x)
Add synchronization delay to B_Knife for bots
Add optional debug UI to knife game bar
SawGameBoard filet interface API - IsKnifeInMargin also returns seconds until margin change occurs
Fix bots never failing due to lua stomping over failure indicator
Contextually play/skip turn failed audio (e.g. Caller of Knife strike rounds)
Play audio when passing knife strike
Support deterministic random audio playback of quips
Fix potential null reference in saw game state
Knife game bar illustrates time and strikes remaining
Fix copy/paste typo causing bots to use their call-chance curve as their strike-chance curve and fix players having to click an extra time to complete their move
Fix knife game reduce score card/correct item identifier
Fix audio spam when initial items/equipment spawned and equipped
Make Cletus executioner cage based on events not delays
Introduce map macro now ignores bots and reduced host wait from 1.0 seconds to .5 before playing entry VO
New bell ring audio for calling
Contextual stencil rendering for cards, which are now always enabled during a players turn and change custom stencil/shader when hovered
Fix rich text markup showing on hud move messages
Fix asymetrical scaling of player bracket UI
Blueprint | Superfluous overlapping node cleanup
Game | Fix grinder trap anti vacuum not pushing balloons away
Prevent player status from showing losing players that have not lost
Handle null references in FollowThePath BP function library
Disable Lyra feature on bots 'bDestroyOnDeath' which is not desired and causes errors
Fix more players killed in Balloon game each round then intended
Level sequence player components register/unregister themselves with GameState; used by B_LevelSequencePlayer to check for other players in the map when determine if the sequence can be played
Add scaling axis and velocity analysis to Cletus' walk and run blend space
Play bell sound when player is called
Navigation | Fix insufficient nav mesh bounds volumes in Cathedral
Prevent Filet game bids from going down when game is reversed
Increase lighting in Colosseum maze
Resave Colosseum maps after reperforming delete duplicates/duplicate
Collision pass on colosseum to fix nav to maze
Replace ForEachLoop instances in BP with FastForEach
Prevent possibility of knife strike rounds setting the next player to one of the called/calling players
Filet game board overrides ShouldEndRound and returns true for knife strike rounds once either player fails
Run and sprint animations for Samurai/Akuma
Monk run and sprint animations
Hook up new host options 'Invite Only' and 'Allow Join via Presence Friends Only' to game create/host option UI
Lions in Colosseum start the game sitting or lying down until the game begins
Add floor collision to lion cage so it can modify navigation area
Reduce non-navigable area surrounding players in game mapsStub in of Lion in Colosseum
Replace collision on cage with boxes
Move cards placed on knife game board to center for either handedness
Prototype lantern attached with sockets in colosseum maze
Simple prototype feature to spawn actors on sockets in the maze generator
Bots spawn with 1/10th the delay of players
Remove sample smoothing and correct analysis bone orientation of Gladiator blend space
Minimize delay waiting for the initial load screen to drop and the mouse cursor to show
Locale selector mutes subtitles for both 'en-us' and 'en' locales
Fix sound mix class overrides not applied at startup/between maps loads
Resave maps with new map intro macro
Macro to introduce maps waits up to 10 seconds on the client to synchronize timing with the server, polling every tick until the sequence has replicated or maximum time occurs
B_SawGameState tracks time of sequence events and expose that time via API - I_SawGameState_HasSequence
Adjust Knife game wager camera so it cannot reveal your headless player
Filet game board uses explicitly tracked players for Calling, Called and Next Wager players as opposed to using implicit, mutable data that is often wrong.
Bots send set bid and call bid call events to all players, including dead ones
Game State ignores level based turn delays for the first-turn of any round
M_SwitchBool; FlipFlop like behavior but gate direction is controlled explicitly
Fix hard-coded identifier for reduce score in filet game
All players set their cards down on the first round of knife game
Filet game board reverses overridden turn array if turns are reversed
Retopoligize holes in gore meshes and remove skin weighting from external bones that cause stretching
New rootmotion blendspace for maximus turn in place anims
Colosseum brick wall textures
Relocate action cards on filet game board to top of board
Fix bots playing more knife strikes then they actually played to complete their turn
Correct turn limit expired during wager round behavior - If the player is the first to bid and turn expired, bid is set - All other players will call by default
gladiator audio from Ambush to its correct animation, Execution1
Increase damage done by Cletus attacks so they kill the player and add more variance
Re-add Ragdoll call to anim notify
Fix Saw Characters attempting to ragdoll before dead, on first anim notify. Also replace ForEachLoop calls with FastForEach
Mask over-play of knife strikes by capping subtracted by at 0
Correct card identifier for reduce score
Filet game autoplay accounts for "extra" moves generated to avoid failures, removing this extras when completing the turn (prevents bots from over-playing knife strikes)
Fix knife strike flagging player as failing when they completed successfully
Filet gameboard cleanup; remove debug print, correct determination of players completing knife strikes and ensure all players bids are cleared when clearbids is called
Fix Knife strike setting bid higher in both Wager and Strike rounds (should be wager only)
Filet game API DropNonCalled bids also drops failed players bids
Correct comparison for call chance in knife game
Fix bots not informing host if dead about their calls
Fix bug causing filet knife game to continue perpetually if the host player dies
Fix 2 cases of invalid handling of player bids; when clearing all bids include failed players and exclude failed players when considering players to be called
Bots have a chance to bid 1-5 each wager round of knife game
Fix votes called set to wrong value
Fix console knife widget always showing the local player as the top player
Action cards used in filet game correct the players score to what it was previously to their turn starting
Fix incorrect bids set in knife game
Bots have a 15% chance to increment their bid since the game increments by 1 on every players behalf as of CL # 7122
Filet game board ensures bids are incremented and never set to the same as the previous
Fix null reference issues and behavior of knife console widget
Fix regression in BP_PlayerStart causing the console to not load
Macro M_FastForEach with array length cached in local
Correct implementation of B_SawFunctionLibrary API - GetNearestInt
Knife game even round turn begin delay override to default 1.5
Correct display of top bidder
Prevent players from bidding over the max in knife game
Fix knife game console screen never showing your own player as the top bidder
Accelerate playback of move announcements as queue grows
Level/round specific turn delays
| Fix miss-pin call to interface to clear control value of knife, causing the knife to never reset
Hide editor-only mesh on filet game board
Hud displays Console begin turn messages with a non-empty format
B_SawGameSettings API - 'Begin Turn' text for parity of 'End Turn' and 'Fail Turn'
New gameplay message 'Message.Saw.Game.Move.Begin' for turn begin parity to *Move.Pass and *Move.Failed
Prune redundant checks in "CanPlay*" APIs
Base ability blueprint does not allow activation when the round is over
Fix lua wrapper code from potentially returning invalid values from non-existing curve entries
Correct item identifier for Filet game reverse card so it can be played again
Fix low player count warning starting too soon and becoming stuck on even when back in the lobby
Change Warning widget Z order to -1 since its not interactable and remove it from the check of IsRequesterOpen
Prevent focus of Warning widget (not interactable)
B_GameInstance - Fix null reference with updating UI when below minimum player count but before the UI has loaded
Change calls to game settings for knife curve lookups to per-round (was dividing by 2, treating knife rounds as separate)
Change game settings knife bar margin to 1.0 until round 2 (first knife strike round)
Fix default value on filet game board causing knife bar to swing before rounds have started
Macro API - M_GameRoundKnifeStrikeWager Fix potential false negative for determining wager/strike round before any rounds have started
Re-add knife counter to console "Now Playing" during knife strike
Guard against null game state in B_SawGameMode::LogOut
Fix false positive and false negative issues in filet game script
Fix curves swapped on some bots causing them to call and/or fail instantly and re-tune all knife game curves
Lua API - saw_game_board_bot_can_use_action_card() now correctly returns false for unusable action card(s)
B_SawGameAbility blueprint interface with API - CanActivateAbility
Rebase knife curves to starting round 2
Convert knife game settings and bot settings for knife game to round based curves
BP Function library API - GetNearestInt(int32, int32\[]) returns nearest <= value and index or -1, -1
Remove bad false positive preventing bots bids from incrementing correctly
Fix filet game board verify_move and finish_move
Move announcements on HUD
Scale game brief animation by VO duration length
Current bidder text on knife game console does not show previous or unknown bid
Filet game and Balloon game hit counters hidden by
Correct item ids for sit out action card
Fix bots stopping their knife strikes when avoiding a fail
Fix clients not setting cards down in filet game
Reduce log level of LogOnlineVoice and LogVoiceEngine from All to Warning
Improve readability of filet game console widget controls
Gore system animation blueprint falls back to leader pose if snapshot invalid
Fix visibility of detached limbs
_Cosmetic copies gore settings to attach parent gore system
Add missing right thumb bone to body health map of B_SawCharacter
Add artery vfx to dismembered finger bones
Add simple collision to gameboards so they receive decals
7058 jasone Internal | VFX | Reduce size of tiny blood splatter
Correct bone names hit by FFA animations
Reduce size of tiny blood burst niagara systems
Correct data entry for gore system finger dismemberment and assign unique vfx
Knife stays in players hand once failed until death
Knife game board handles end of turn announcement for bid set
Loc text for knife game move status
Remove generic turn end message from knife game
Console supports not displaying turn end messages (assumed when message is empty)
Add logging to Knife game lua script for action card usage
Knife gameboard updates its local counter when setting tits replicated knife value
Fix knife game console widget not updating hits as players use their knife
Make B_SawGameAbility_ActionCard1 API null safe - TestCanActivateForTurnAndRound
Correct skips card identifier
Fix stale text "Bid Set" as player turns change, which now switches back to "Now Bidding"
Prune unnecessary equipment definition classes
Decrease font size of top player bid UI to make room for messaging
Add .5 second delay before attaching knife on bot turn begin
Slow down bot turns in filet game with delays before and after move playbacks
Visibility of top bidder is always available but bid is hidden until valid
Action card ability overrides API - TestCanActivateForTurnAndRound Check for round based card use
Change icons on add turn limit and protect turn
Unique action card art for all cards
Filet game has copies of skip and reduce score with disambiguation from base/other game identifiers
Knife game specific version of reverse card, only useable in odd (wager) rounds
Knife game fixes - Delay reduction for knife strike beats and delays - Fix bots using aciton cards during knife strike round not doing anything after - Remove double-call to finish_move when completing a sequence
Fix Turn Begin setting initial player bid to 1 only working if host was first player to bid
Adjust Maximus blendspace and anim graph to remove hitches in walking and turning
Clients and server update cache of player bids, moving host-only code to the right of this data updation
Filet game lua script not finishing move on timeout during knife rounds
Hide Bid button on knife game console until player has bid at least once
Adjust right handed player card position on knife game board
Move filet action cards to below console screen
Change game begin VO on Knife game
Knife game action card support; Reduce Bid (50%), Reverse, Sit Out and Skip
Increase spread of Lucky1's bot setting and add point on knife success curve to increase chance at 18 hits
Remove small collision and fix gaps on circus chair
Fix issues with relative look at
_Player defaults to sit instead of stand
Filet game handles time out - Increment and set bid for the 1st player - Call if no controls set for any subsequent player - Set bid if incremented by player bot not set
BP function library API - SawGetPlayerName, new param 'BotFormat' (override)
Rich text for larger bot name and corresponding rich text format string
Handle all players sitting out for a round of knife game, causing the round to end
Knife game set bid button disabled until player has bid once and improve readability, increase size of buttons, text, etc.
Increase all font sizes for knife game UI
Add Saw nav path generator to L_Test_Game and default_game
Saw version of Follow The Path BP that creates nav based path to the entrance of the maze, stopping when overlapping that entrance
Saw maze generator interface to add/remove delegates to overlap events of the maze
Modify "Maze Generator" marketplace blueprint to support events of pawns overlapping the entrance and exit
Modify Blueprints from "Follow The Path" marketplace assets to support overrides of getting the target player and location
Correct level reference for don goal level transform
Blueprint door for Colosseum
Filet game action card code move to function and delay bot turns
Contextual controls clear themselves from the control queue when released
Fix check for playability of action cards (copy compare code to other case)
Improve knife strike hit counter updating
Prevent bots playing 1 extra knife strike move and only allow self echoes of moves
Cleanup verify_move of filet game script
Knife console screen reflects hit bid - hit count
Action card ability increments round value for ended rounds if an ability is attempted to be played during that time
Saw filet game board replicates owning control knife value
Enable bots using available action cards during wager round of filet game
Filet game provides turn array override for sit out players
Change action cards for Filet game so that skip is Wager round only and Auto Play is knife round only
Support even-round only and odd-round only action card flags
Add turn_limit_expired() and turn_end() handlers to filet game
Update game preview images for filet and random
Colosseum to both editor and development map rotations
Filet gameboard implements GetPlayerTurnArrayOverride to provide the correct players during called knife strike rounds
Knife plays back echoes for AI
Add support for echo playback in filet game
Game round end also clears knife player value
Clear bids at end of round
Move OnGameRoundEnd and OnGameRoundBegin from B_SawGameBoard_Yakuze to parent class B_SawGameBoard
Adjust bot settings to prevent early calls
First functional loop of knife game with all bots
Knife game broadcasts sets and calls
Expose saw_game_board_knife_strike_chance() and saw_game_board_knife_strike_call_chance() to Lua
Bids set and called are displayed on console; bids called are also displayed on HUD
Curves for bots to call players based on knife strike bids
Add API to override level-based turn limits per-even/odd rounds
Success rate curves for knife game strikes
Correct round end behavior for knife game
game auto play for striking rounds and correct wager ai behavior
Fix potential inifite call loop with a delay until next tick
Fix gamestate responding to player votes when not in yakuza
Improve readability of Knife Strike UI by moving controls to vertical boxes
B_SawGameBoard utility method 'GetAssociatedPlayerScore'
Saw player and bot controllers enforce incrementing bids raises current high bid and not just that players self bid
Increase font sizes for Knife Strike UI
New text for bidding titles
Correct local variable assignment
Macros to copy to other game board classes
Knife game ends wager rounds based on max bid
AI autoplay functionality for filet game wagers and knife strikes
disconnected attachment and bad visibility setting of knife
Unify Player and Bot blueprint interface API for bids
Lua api exposed to filte game script: saw_game_board_bot_increment_bid(), saw_game_board_bot_set_bid(), saw_game_board_bot_call_bid()
Filet game board has separate wager/bidding round, followed by knife strike round
Saw player controller BP interface API to increment, set and call bids
Lua Machine States to expose Knife game Lua API saw_game_board_knife_round_is_wager
Players now are in default free-look camera making it easier to look during a game.
Fix cases of Executioners becoming stuck and/or not turning toward their target
Fix delays in Executioners responding to player failed turns
Fix bots releasing their game board controls while still playing their turn
Change sit animation in Balloon game and correct alignment of sitting in the chair
Players now drop their action cards on death
Players now collide with the environment when rag dolled
Fix cases of left/right-handed animations being used together
Improve blending of Executioner walk animation
Fix cases where players do not hear the correct audio on game loss
Fix sounds not always loading/playing when cued
Fix Poundy sometimes spawning partially in the ground
Fix players dismembered appendages from blocking navigation of the Executioner
Fix Blackjack displaying previous round card(s) when brackets change
Fix game crashes when VR equipment is attached (game does not yet support VR)
Fix player camera transitioning to an inactive camera causing a black screen
Address some GPU stalls and PSO creation crashes on startup
Improve readability of text on the HUD (e.g. color changes, outlines, font size increases)
Fix inconsistent multiline text wrapping on game dialog windows
Fix some cases of being unable to spectate other players
Lots more to come. Thank you for your help in making the game better!
Warren
Wild West Games
We’ve added Bots that allow a single player up to 8 players to play in a full game. These Bots are programmed to give you a very competitive game in any of the arenas so make sure you play to the best of your ability if you want to survive. Don’t worry, new players can still easily join your game with Bots being automatically replaced when they join. Starting your game with Bots is an easy way to start playing even while waiting for other players join.
Some players will be given the honorary role of Yakuza while the rest will fill the roles of civilians. Each round you will need to decide who is one of the Yakuza and vote them out. Of course, the Yakuza win by killing all the civilians.
Yakuza – Target Citizens for elimination
Citizen - Doctor – Can save a citizen that has been attacked by Yakuza.
Citizen - Police – Can investigate other players to determine their roles.
Citizen – Need to discover and vote out the Yakuza before they are eliminated.
Akuma is a Samurai warrior and protector of the Temple in which you will be playing. He’s not pleased with your presence and will take every opportunity to remove you from the premises so beware.
Our small team has been hard at work fixing a slew of bugs and gameplay issues. Thank you to all who played during our EA launch and helped us identify them. We’ll continue to work hard to correct and improve the game further as we work our way to a full launch.
We are currently working on more content including new games and areas so be sure to stay tuned for our next updates.
Thanks,
Warren
Welcome to Early Access! As a token of our appreciation, all recruits...er, contestants will receive two Golden masks that are only available during Early Access.
This first EA version includes:
Garage Location with Cletus featuring the game MELODY!
City Circus Location with Poundy the Clown featuring the game Balloon Mayhem!
Cathedral Location with Father Pain featuring Blackjack!
30 Masks - including 2 EA "Golden Masks"
We will be adding lots of new content during Early Access including new locations, games and masks so stay posted! PLEASE SEND BUGS OR SUGGESTIONS TO: [email protected]
Thanks again!
Warren - Wild West Games
DISCORD:
"Grave Stakes" Playtest begins tonight.
Participants who signup will be notified when the game goes live.
What to expect:
3 Maps with 3 different Games
Other maps are in development and may be included depending upon how testing goes.
BUGS! - We're a very small team and while we've tested the best we can we know we haven't caught everything. Rest assured we will do our best to fix things quickly as you find them!
SEND BUGS OR SUGGESTIONS TO: [email protected]
DISCORD: https://discord.gg/4pvdw8UfRu
We look forward to having you in game and really appreciate your time to help us with this playtest.
-Warren
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Grave Stakes, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Grave Stakes statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.