Community Announcements - Myll_Erik
Hello All!

Happy to share that REDUX! update 3.10 is going well with some great feedback so far. We'd love to have you all please let us know what you think in the Steam forums. As you may have guessed by now, your feedback and comments are critical in helping us tweak the game. Keep those suggestions and ideas coming!

We're also proud to share that the missing EXE issue that some OSX users were having looks to have been fixed. Huge thanks to the folks at Valve for helping get that problem fixed for our users.

A very special thank you to all of you folks who have been playing the game and giving us feedback since launch. Enjoy REDUX! 3.10!

--Skyshine
Community Announcements - SkyshineJeff
We spent the last month and made battles even more strategic!

Battle changes
  • The Enemy can now use equalizer and weapons on player after minimum of 4 battles
  • You control how the Veteran and Elite units level up!
  • Some Equalizers now cost meat or crude, no more power cell grinding!
  • Corrected mutant and cyborg starting health
  • Blitz happens every five turns, in Arcade mode
  • Exploding barrels on some battlefields! (8 damage with 3 tile radius)
  • Frontliners now have passive shield allies ability!
  • Adjusted Frontliner health to account for them being cover providers
  • Adjusted size and layout of some battlefields.
  • Enemy Rogue A.I. either use deflect ability or invisibility every 4th turn
  • Marauders now have 'rage' every 3rd turn. 80% chance of higher damage attack
  • Recruit a new unit when you have depleted a class type!
  • Most Elites unites now have an A.O.E attached to their attack
  • Improved A.I. (they walk less into your range of attack at higher threat levels)
  • Increased crude and meat payout upon victory in campaign mode
  • Equalizers now only affect the selected player instead of whole team. A hidden feature: if one of your units is 1 unit away, it affects them as well!

UI updates
  • Now show Meat and Crude in battle hud
  • Added 'Cancel' text to weapon hud icons during deploy
  • Clarified campaign progress text in appropate events
  • Added more info to weapons descriptions
Apr 27, 2016
Community Announcements - Myll_Erik
Hello All!

We're going live on Twitch via https://www.twitch.tv/gwbycer at 8 EST today (April 27th) to talk about REDUX! and our updates especially what's coming in 3.1

Come join us and chat with us - we'd love to have you and we're eager to answer yoru questions live!

http://store.steampowered.com/app/367600/?snr=1_7_15__13
Community Announcements - SkyshineJeff
Our next update, aside from fixing any outstanding bugs, will be BATTLE FOCUSED!! I have been reading all the reviews, posts, blogs, emails, letters and sky writing, all have a consistent message - players want even more STRATEGY in battle! So be prepared!

These are some of the features I'm looking into/adding/testing

1. Equalizers will now only affect the selected crew member while I also reduced to cost to account for this.
1a. Equalizers now use other resources (Crude and Meat) instead of just Power cells! No more power cell grinding...
2. Ability to choose what happens to a unit on level up ( +1 damage, +1 move or +1 health)
example: http://i.imgur.com/KrSD0fW.png
3. Adjusting the faction specific abilities
3a. Rogue A.I. now uses either cloak or deflect ability every 4th turn
3b. Changed Marauder ability to 'rage' which gives them ability of extra damage every 3rd turn
4. Exploding barrels on the battlefield
5. Making some battle fields larger!
6. Letting enemy fire their own equalizers (at higher threat levels)
7. Perhaps let players recruit new crew members when a class type is exhausted.
8. Frontliner now have passive cover ability!
9. Most Elite units now have a small area-of-effect alongside their attack!
and so much more! I'll be updating this announcement with details as they happen!
Community Announcements - SkyshineJeff
The dreaded rare-but-annoying battlefield not rendering bug has finally been found and exterminated!!

- By shear luck, the battlefield rendering error finally happened to me, so I was able to track down the root cause of the problem! To not get super geeky, It basically came down to texture size limit constraints with some graphics cards. So to fix issue we reduced texture sizes on the suspect battle boards to be less than 2048 wide! The link below shows an example of the error, that should now be fixed!
http://i.imgur.com/lxU3nPy.jpg

And to make this patch even more worthy:

- Fixed an issue where weapons were not hitting Elite units
- Fixed three achievements ('Wheels of Mayhem', 'Battlefield Butcher' and "The Hard Way")
- Fixed the event that awarded the Nuker weapon but sometimes it wasn't added to Dozer
- Fixed the event that awarded stealth suit equalizer but sometimes it wasn't added to Dozer
- Fixed wrong battle happening sometimes after first leg of campaign play when reach Aztec City
- Fixed an issue where Blitz would happen on consecutive turns
- Updating campaign events to be more informative as to progress and goals

And cause we never stop improving the game...

- Humans now have ability (+1 movement every other turn)
- Added more tooltips to launch page
- Various gameplay tweaks to make 'Normal' difficulty feel even more balanced
- Adjusted cost of a few Dozer weapons based on total damage dealt

What's next? How about Battle improvements!! I'll be starting a thread in discussions for everyone to throw ideas at me to help bring battles to the next level!
Mar 25, 2016
Community Announcements - SkyshineJeff
Never resting for a moment and out to make Skyshine's BEDLAM even better, we are back with a few bug fixes and some updates based on feedback!


Bug fixes
-------------
- Campaign and arcade dozer unlock bugs fixed
- Found and fixed a small memory leak pertaining to restarting the game over and over again
- Fixed issue where game wasn't being saved after some battles.

Gameplay changes
--------------------------
- New announcer speech for all the elites and new Dozers!
- Redefined two achievements due to game rule games
- You can now change mouse button configuration so that right click is move/attack and left click is only select, via settings menu
- Battle hud info reworked with action point pips always visible
- Deadeye range brought down to 5 for rookies and 5-6 for veterans
- Dozer weapon targeting reticles reworked with tile-based outlines for perfect accuracy
- More varied battles added to arcade and campaign road pois
- Elemental grenades added for each faction's frontliners.
- Random crew faction button added to launch screen
- New plasma phantasmer equalizer added to Strugglebus (75% chance of ranged attacks missing)
- Trenchers of all factions can now deal knockback
- Dozer interior floor darkened for better movement visability
- Tutorial popups retooled with hover tooltips added
Rock, Paper, Shotgun - contact@rockpapershotgun.com (Alec Meer)

Skyshine’s Bedlam [official site] was one of two FTL-on-wheels roguelikelikes we’ve seen in recent times, and while it pulled it off better than the outwardly similar Convoy, it was damned stressful. For me, it crossed the line from steely challenge with a risk of meaningful losses and into a consistently punitive grind. Despite my being a big wimpy baby, it turned out I’m not alone in bouncing off the good’lookin’, comic-styled, Banner Saga-powered wasteland death-trek. Devs Skyshine (lead by some Darksiders vets) have taken feedback on board and come up with a Redux version of the game.

There are some huge, and hopefully effective, changes to how the whole roadshow works – including a major rethink of the turn-based combat system. … [visit site to read more]

Announcement - Valve
Today's Deal: Save 50% on Skyshine's BEDLAM!*

Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

*Offer ends Sunday at 10AM Pacific Time
Mar 17, 2016
Community Announcements - Myll_Erik
We're very excited to inform everyone that the REDUX! update for Skyshine's BEDLAM is now live! After listening to everyone's feedback over the last 6 months and slowly evolving the game, we believe this is the best iteration yet! It's been a total labor of love and we hope y'all enjoy playing it as much as we've had working on it!

We will be showcasing Skyshine's BEDLAM:REDUX at SXSW Gaming Expo at the Austin Convention Center March 17th through the 19th! Come see us at booth #629! We will be giving away a bunch of BEDLAM gear, tons of posters and promotional items to our fans while supplies last!

New battle mechanics!

•Squad based tactics with 2AP (Action Points) per unit with each team being able to use any or all of their units per turn!!!! It is what everyone has been asking for!


•Movement will cost 1AP


•Attacking without moving will cost 2AP and inflict 100% damage


•Moving and then attacking will cost 1AP and inflict 60% damage


•Weapon powercell cost slightly reduced to encourage more usage


•Added 'End Turn' option


•In Arcade play, Blitz has been reworked to be more fun


•Option added in Settings to turn on original 2AP per team rules


Gameplay

•Improved A.I.


•Play as EACH FACTION! If you ever wondered what it would be like to fight as a crew of Mutants or Cyborgs or even mixed... now you can!


•Each Dozer now has a "leader" Elite!


•You can now choose your crew complement (want to start with an Elite and fewer rookies?)


•Reworked Campaign mode NO more is the goal to just get to Aztec City...collect the four lost relics to help ensure victory over the self-proclaimed overlord of Bedlam! And can you liberate Bedlam of all the ruthless factions and restore order in the wasteland?


•Reworked Arcade mode! Can you make it to Aztec City on a set course, with no side missions, lots of obstacles and no Dozer management? If you do, one of the four new Dozers awaits!


•Improved Events. Lots of event options now affect the state and level of danger in Bedlam!


•Added some variety to existing events and reduced the overall number of clicks through events.


•Revamped threat level system: Not only do events affect the threat level but so does battle outcomes! Your choices now matter more.


•Marauder Rush ability added to Enemy and Crew Marauders


•Gunslinger Return Fire ability much improved


New Content

•New character sprites for all faction crewmembers!


•72 new rookie and veteran crewmembers!!!


•5 new Dozers, one for each faction!


•5 new Elites, including The Mechanic!


•BEDLAMIZED NAMES!! When one of the new faction crewmembers are added to your Dozer at launch, they pull their nicknames randomly from a huge list of names based on many of our backer's real names and suggestions!


•Many new events added and a random outcome system implemented


•Battlefields have been revisited to resize, re-layout and reposition for maximum awesomeness


General changes

•Reduced memory footprint of all animations


•Bug fixes galore


•Dozer travel and transport animations reduced for better performance


•Sometimes during Dozer travel the game no longer freezes (bug fix)


•Battle resource pickups (in Arcade mode) have been repositioned so they are more attainable

•New tutorials are being worked on!
Community Announcements - SkyshineJeff
We will be showcasing BEDLAM:REDUX at SXSW in Austin! Come see us, booth #629

New battle mechanics!
- It will now be 2AP per unit!!!! It is what everyone has been asking for!
- Movement will cost 1AP , Strong attack will cost 2AP, weak attack will cost 1AP.
- Weak attacks inflict 60% of normal damage
- Weapons cost slightly reduced to encourage more usage
- Added 'End Turn' option
- In arcade play, Blitz has been reworked to be more fun.

Gameplay
- Improved A.I.
- Play as EACH FACTION! Ever wondered what it would be like to fight as a crew of Mutants or Cyborgs or even mixed... now you can!
- Each Dozer now has a "leader" elite!
- You can now choose your crew complement (want to start with an Elite and less rookies?)
- Reworked Campaign mode
NO more is the goal to just get to Aztec City...collect the four lost relics to help ensure victory over the self-proclaimed overlord of Bedlam! And can you cleanse Bedlam of all the ruthless factions and restore order in Bedlam?
- Reworked Arcade mode!
Can you make it to Aztec City on a set course, no side missions, lots of obstacles and no Dozer management? If you do, one of the four new Dozers awaits!
- Improved Events.
Lots of event options now affect the state and level of danger in Bedlam!
Added some variety to existing events
Reduced the overall number of clicks thru events.
- Revamped threat level system
Not only do events affect the threat level but so does battle outcomes
Your choices now matter

Content
- 5 new Dozers, one for each faction!
- 5 new Elites, including the Mechanic!
- Some new events
- Battlefields have been revisited to resize, re-layout, reposition etc for maximum awesomeness

General changes:
- Reduced memory footprint of animations
- Bug fixes
- Sometimes during dozer travel the game freezes (bug fix)
- Battle resources pickups, in arcade mode, have been repositioned so they are more attainable

New tutorials being worked on!
...

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