Bot Colony _redux Playtest - colonyman

Greetings Playtesters!

Today we have some content updates and game fixes for the Bot Colony _redux Playtest to improve your experience:

  • Updated chat avatars in the text field for all remaining oil rig bots. Now the face matches the bot!

  • Updated the audio for the Hunter Bot landing cutscene. Punchier sounds, suitable for Jeff or Jennifer.

  • Improved SKIP options: Skip the early cutscenes if you like. Get back to gameplay faster!

  • Updates to Jennifer's sounds when taking damage. No more conspicuously male grunts for our gal.

  • Fixes to sound restarting in Humanity Test. Background tunes are behaving during the interrogation!

  • Pause \[ESC] menu functionality returned to Humanity Test. Now you may pause to take a break from Hades' abuse!

  • Looting! Yes, the much requested ammo looting has been added to game. It's unlimited for now. Fire away!

To address some player feedback, we'd like to make it clear that this Playtest build isn't set up exactly how the final level will be set up.

For example, in the Playtest there are currently no Checkpoint saves. This means any random death sends you to the Control Room for a session of the Humanity Test.
In the real level, your mission progress will be saved after each major Objective is completed, as expected.

So if - for example - you complete the Capitalist Faction challenge, then you get smacked on your way to the next Faction (or another location), you'll be able to reload back in the safety of the Capitalist camp with all progress intact, ready to continue your mission.

We'll be implementing the full mission structure soon with Checkpoints to support it.

We're aiming for a steady release schedule of new updates to oil rig content in the Playtest, and we will eventually add entirely new episodes to test.

Thanks again for your interest and feedback!

Kind regards,
Team North Side

Watarcade - Alivextris
- Quick fix with the new music
Don't Fowl Down - seblingames

Support for most controllers now added!

Guards vs Goats - DavisionByZero

Hi There!

The game version reached 0.70 and if you read the previous Roadmap post, that's a major milestone for the game as one of the 0.7x versions will be the first early access version.

So now:

  1. Demo version 0.70 is released.

  2. Beta version 0.70, containing levels 1 to 7, is released but still in a closed beta. Worry not, though! The early access version is coming soon.

If you read the previous Demo 0.60 post, I may sound like a broken record, but I had so much fun working on this one.

Aside for the added level 7, the main concept of this version is interaction / physics.

Interaction / Physics

Disclaimer: This kind of a topic is best viewed in a video, so I'll create one soon and upload it to my YouTube channel. Stay tuned!

Some of the feedback I got about the game is that it is lacking the world "responding" to the player.

They were right. The world indeed was too static and mainly based on Guard - Goat interaction, but no more than that.

So, I've added a few things.

Destructible Objects

Some barrels, crates, chairs and etc can be destroyed if you hit them with your sword or if they are being hit a few times with an arrow (even a guard's arrow).

Physical Objects

Some small objects will fly around upon being hit with a sword or an arrow.

Traps

Aside from a sword and a bow, now you have yet another weapon to defeat your enemies with: Your creativity.

Moonray Healing

As I promised, the Moonray Crystals collected in the game will have two functions. One in-game and one in the Custom Chapters.

Introducing the in-game function:

Now, whenever Goat's health reaches zero, if he has a Moonray Crystal in his inventory, he will be healed in return of one crystal.

What Else?

Version 0.70 also has some small additions and fixes and some of them can be noticed in the demo as well:

  • Still in the interaction area: Now, hitting something with a sword will make a sound.

  • Chose a better hit sound for plate armor (when hitting knights).

  • Added another female guard voice. Also by Melanie Doll. She sent it to me along with the one I already added but I didn't add the second set until now. Check out Melanie doing a strong and mean British accent.

  • Two new music tracks by Lottie Kordbarlag. They are awesome! Check them out. Especially the new exploration track - it is hypnotizing.

  • Settings menu is now split into categories.

  • Added a setting to turn off the edge blur.

  • Better menu colors.

  • Now you can skip the tutorial also in Kate's dialog.

  • Improved guards detecting bodies.

  • Expanded Castle Sinclair's barracks area.

  • Added some fun elements to the training area.

  • Reworked Castle Sinclair's castle wall textures yet again. Now I love it even more.

  • Some cosmetic fixes and graphical adjustments.

  • Bugfix: Fixed a glitch sometimes happening on backstab.

  • Bugfix: Fixed guards sometimes standing in front of the player without attacking.

Closing Words

If you are following these update posts, you'll see that I keep mentioning the word "feedback".

I am listening to my players (except for one that told me not to release this game).

This is the exact reason I'm going early access. It is a way for me to expose the game to a larger audience and get more feedback.

So, if you played the demo and you have a feedback, please don't be shy!

I'm not promising to apply every comment I'll receive, but so far the comments were pretty much spot-on and I think I applied most of them. At least, the ones that I could.

Cheers!

Cozyrama Playtest - ' P4JDA

Hey folks! ːlunar2019wavingpigː

Thank you for playing Cozyrama and providing your feedback ːbessie_loveː

It helped us massively decide on the game's direction and set our priorities straight! ːsteamhappyː

But now we need to start working on the new stuff, hence this Friday at 7 pm CET we'll be switching off the playtest.

So if you want to play some more, make sure to do it before ⏰

But worry not. We'll come back with a demo early September 👀

- Cozyrama Team

Telepath Tactics Liberated - Sinister Design

With the last major planned update for Together in Battle now out, I've had a bit of time to circle back and fix a bug that's been plaguing the randomizer campaign for a bit!

  • fixed: due to an oversight in the game's logic for populating battles with both specific named characters and members of the player's roster, following the battle in Adelbrae in the randomizer campaign, Emma Strider was getting cloned in the game's data, leading to all manner of other weirdness at various points later in the campaign.

Tactically yours,

Craig

P. S. if you're enjoying this game, why not check out Together in Battle? It builds on everything this game does, improves the inventory UI, and adds whole new dimensions to out-of-combat gameplay! 😉

LoveCraft - pers-krolya
Make a cute friend who will follow you everywhere and give you a positive mood!



Monsters are Coming! Rock & Road - rf_broadcast10

Calling all Monsters! Next Destination: Gamescom!

We're thrilled to share that Monsters Are Coming! Rock & Road is heading to Gamescom this year with our friends at Raw Fury.

If you're heading to the Koln Messe this year, you'll be able to check out our action-packed demo that PCGamesN are calling "a frantic, fun multi-genre balancing act." at the Raw Fury booth, located at HALL 10.1 Aisle B-21.

You’ll also be able to chat to the Raw Fury team & pick up some exclusive merch too! You should totally do that.

And that's not all next week! Stay tuned to our socials and drop a wishlist this way, because the wheels are turning and well and truly rolling on this fortress of destruction!

BlueSky

https://bsky.app/profile/monsterscoming.bsky.social

Twitter

https://x.com/_MonstersComing

Discord

https://discord.gg/mqnTkZBf


Thanks for all your kind words and support!

Ludogram and Raw Fury

Watarcade - Alivextris
Atlantis
  • Now has specific soundtracks that play in the background.
  • Blackjack shouldn’t let you play after the dealer leaves now.
  • Roulette has been added.
Fish Tank
  • You can now have up to fish 6 tanks. Yeah, I said it: fish.
  • Also made the fish options a little better. What’s that mean? Stuff closes when you hit buttons, or flavor text is different.
  • Hexagons are now purchasable.
  • Darker rocks are now purchasable.
  • You can now tap the glass by right clicking. It makes your fish run from wherever you tap.
  • If there are any issues with transferring fish (example: they're missing), comment on this and I'll explain recovery.
Pinball Cove
  • Shaking now shakes the entire board a tad, also has sound. No more shaking while paused.
  • Gameover now has text on screen to say it’s over.
  • The ball is heavier.
  • Catching the ball with the flippers is easier.
Marine Survey
  • Assigning anomalies now includes which one you want to appear.
Flow Connections
  • Fixed the transition animation when losing in time trial.
  • Now makes some beeps when you are low on time.
Puzzle Reef
  • Now makes some boops when you are low on time.
Aqua Shuffle
  • Something interesting happens when you are low on time.
Sea Smash
  • Player explosions now have sounds.
Other
  • High Scores menu now has manual selection.
  • Removed the “powerups will be [enabled/disabled]” buttons. I don’t think it has been necessary for a year.
  • Lastly, I never thought I’d say this, but buttons should make noises.
Echoes of Vasteria - Mr Vast

Progress is coming along nicely. Now that the interface is in I can start testing all the functionality and setting up some nice balance for each core type.

Additionally I have cleaned up the saving system which is now a lot more responsible with your data and provided a clear set of information below to explain how autosave works!

...

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