Seacurity Breach - Soaphog


This is a minor bugfix update to iron out some quirks in the game.

Improvements:
  • Increased Spring Trap activation radius. Attackers are more likely to trigger the trap when moving through corner of the tile.

Fixes:
  • Fixed an issue with attackers rarely getting stuck in the level and preventing level from being completed.
  • Fixed an issue with Spring Trap range not properly updating after upgrading it.
  • Fixed several issues with attackers not being properly reset after they are defeated.
  • Fixed an issue which would allow to to win and lose at the same time at the end of the level.
  • Fixed an issue with Boulder trap not being properly reset if level was restarted while it was rolling.
  • Fixed an exception related to ranged attacker behavior.
  • Fixed an exception in level editor related to crawl point use.

A new custom level!
As it is the Halloween we have published a new Workshop level you can try your hand at:
https://steamcommunity.com/sharedfiles/filedetails/?id=1901547197
Seacurity Breach - Soaphog
First post-release update is out! Thanks for the feedback to players who reported their suggestions and issues. Fixes, improvements and balance changes below.

Improvements:
  • Ballista, Catapult and Heliofocus now start targeting attackers before they enter attack radius. This improves tower effectiveness on average.
    Before:

    After:

  • Attackers thrown by Spring Trap now receive damage upon landing instead of being thrown, as it was previously. This improves look and feel of the trap.
    Before:

    After:

  • Updated geometry in levels 5_1, 5_3 and 5_4 to better suit the story.
  • Increased Boulder trap particle effect density to improve its visibility.

Fixes:
  • Fixed an exception related to peasant NPCs.
  • Fixed an exception related to Priest and Suicide Runner particle effects.
  • Fixed an exception related to selling a specific prop in level and then clicking that tile.
  • Fixed a bug that would unlock towers after completing a custom level.
  • Fixed a bug that would award crystals after completing a custom level.
  • Fixed several issues related to incorrect Spring Trap trajectory display.
  • Fixed an exception when trying to build under bridges (which is not allowed).
  • Fixed an exception that would occur if corrupted custom level was loading during start of the game.
  • Fixed an issue with attacker navigation with certain defense layouts
  • Fixed an issue with attacker movement indicator in custom levels that contained several resource defense buildings.
  • Fixed several issues with building highlight in certain scenarios.
  • Fixed an issue with Food Cart selection in certain scenarios.
Sep 20, 2019
Seacurity Breach - Soaphog
We are pleased to announce that after 277 days Seacurity Breach is out of Early Access ocean! We have more features (and creatures!) and fewer bugs than ever before.

We want to thank everyone who was with us and provided their feedback. You made the game better! Please check our previous news for more details on what has changed during Early Access!

You can do several things to support Aerians in their valiant defense:
  • Share the news with your friends on social media.
  • Write a review of Seacurity Breach on Steam.
  • Create and share new levels for the game on Steam Workshop.
Enjoy the release discount while it lasts and have fun defending Solarimere from Aquator invasion!

Finalizing Seacurity Breach transition from Early Access to full-fledged release, game's price will be increased by roughly 30% (based on your local Steam currency) after the release week.
Seacurity Breach - Soaphog
Main changes:
  • Added the last, 5th chapter featuring 5 new maps and a boss level.
  • Intro in-engine scenario replaced with pre-rendered video.

Other changes:
  • Added sound effect for crystals and gold coins being dropped by defeated attackers.
  • Improved crawl point navigation logic.
  • Enemies will now properly fall to the ground after spring trap use near props.
  • Prop destruction UI can no longer be improperly accessed from various screens.
  • Vine decoration updated, no longer blocks tower placement on the walls.
  • Fixed assassin ragdoll issue when killed while crawling over arrow trap on the wall.
  • Fixed an issue when aura tower icon will not display if build timer ran out while the player had a tower selected.
  • Fixed spring trap ability to throw attackers over the objective.
  • Multiple prop obstacle sizes adjusted so attackers won't get stuck.
  • Fixed an issue when a player might get stuck in a blurred screen when pressing menu and ESC key simultaneously.
  • Multiple button interactions disabled for windows with animations during the transitions.
  • Camera issues fixed (objects not being rendered under specific angle, building UI not being displayed in corners of the map).
  • Fixed wrong menu display on certain resolutions.
  • Case where enemies would ignore destructible objective in 3_3 fixed.
  • Game speed no longer affects camera rotation speed.
  • Spring tower throw trajectory preview updated.
  • Aura tower placement highlight logic updated.
  • Aura tower model will now properly rotate when updated on a wall.
  • Multiple cases of spring trap interactions with props fixed.
  • Path blocking with towers rare case fixed.
Seacurity Breach - jurgeens
We are happy to announce September 20th as a release date for our own take on the tower defense genre, Seacurity Breach, today. This is our second game and it has been cooking in the oven (Early access) for a while now. And we think it’s almost ready!

In Seacurity Breach, players will help defending the Solarimere archipelago against the vicious Aquators waves of various ocean based enemies. During the campaign, players will be able to follow the games main story trough 5 different chapters and progress through more challenging defensive scenarios. Unlock multiple towers and upgrades for them, thus giving players options to tailor their strategy in a way they like.

One of the main feature in Seacurity Breach is verticality. In our game, you don’t just have one single plane on which all the action is happening. Enemies can jump, walk on walls and even react if you try to block their pathway. And who can forget the most entertaining trap of them all - Spring Trap, which allows players to fling enemies all over the map with silly ragdoll animations.

Players can also create their own levels, stories and missions with the Level Editor and Steam Workshop integration. We give our player all the tools that we are using to create every level you see in the game

Seacurity Breach is currently in early access for $14.99 and will release on September 20, 2019. For more information feel free to contact us on social media

https://store.steampowered.com/app/906660/Seacurity_Breach/



Sep 3, 2019
Seacurity Breach - jurgeens
Modern video games are extremely varied, unique and interesting, yet each genre has something that every plater expects and wants to see. Let’s take the most popular genre right now - Battle Royal. The core of the game is always the same, you drop down on a limited map, without any equipment. As a player, you have to scavenge and fight for better weapons, armour etc. while at the same time the map size is constantly shrinking. In that way, all Battle Royal games are the same, but if you said that to someone that loves that genre, you would look like a fool.

Some goes to the Tower Defense genre. In a way, all you do is build defences to stop enemies from reaching their end goal. But if you look at games like Kingdom Rush and Orc’s Must Die, at first glance you might think that those games have nothing in common, which is completely false. One is more standardized with great 2D graphics and set places where you can place defences and the second one is a 3rd person shooter and a TD game mixed together. That just shows how games can be wonderfully unique and varied pieces of entertainment. And that was one of the things we wanted to do when we created Seacurity Breach.

So exactly, what set us apart from other TD games? There are 2 main things. So let’s start with verticality and the 3D nature of levels. When you look at the levels of our game you can see a clear progression in how levels are structured. In the beginning, they are pretty standard, you can see some elevation but nothing that could instantly throw people off. But even in the first level, you can instantly rotate the map, move the camera or zoom in/out. So the players are instantly introduced to some elements that set us apart but without the game actually overwhelming them. And it is slowly building up to more complex levels with an increased focus on verticality and the 3D aspects of the levels, like enemies walking on walls or taking unique routes that you might not be able to see without rotating the camera.

You can see the differences just in those two levels.

And now to the second thing. Freedom of defence units placement. One of our goals was for players to have freedom of stopping enemies in a way they like and prefer. For it to work we had to give enemies an adaptable movement system, so if the player wants, he can block some pathways but there still needs to be at least one viable one. That gives players the freedom to plan their strategy in a way they prefer and feel comfortable with. There might be different chokepoints players choose to focus or some prefer building there defences near the enemy spawning point and others like to have it closer to the end. It’s all about your preference. Here you can see the freedom we give people, you can even block enemies.

In a sense, one of our main goals developing the game is to give players the freedom to try and play it how they prefer it. There should be multiple strategies that work when you want to finish the level. Even if some strategies might be more efficient that shouldn’t mean that you can’t achieve the same results with your prefered one.

See you next time! The full release is close ;)
Don't forget to follow us on social media and share this post, it really helps.
Twitter: https://twitter.com/SeacurityBreach https://twitter.com/soaphog
Facebook: https://www.facebook.com/SeacurityBreach/ https://www.facebook.com/Soaphog/
Jul 23, 2019
Seacurity Breach - jurgeens
Hey everyone!

We wanted to announce that a quick little hotfix for Seacurity Breach is live. It's nothing major but both issues were easy and quick to fix. Most importantly, when you can improve the player experience, you have to do it!

Change log:
  • Fixed first loading menu inaccessibility issue that some users have experienced
  • Fixed priest, assassin attack animation.

Until next time! ːsteamhappyː
Seacurity Breach - jurgeens

Well, it’s been a while, full of adventures, obstacles and puns by our Mother of Puns, but the next update and chapter of Seacurity Breach is here! The game has been improved in every way we could imagine. Starting with new levels, more story, enemies and ending with a completely reworked upgrade system, boss encounters and improved UI for Level Editor.
Every level in games has been touched up and improved with new enemy wave setup, various quality of life improvements and bug fixes.

Some of the highlights we haven't mentioned or showcased before.

  • Slow Aura, Fish Stall towers were added


    As you can see, now players have more control of how to influence the enemy path. One of the things people were missing were tools whose primary function was to slow enemy progression and now you have two.

  • Ability to see all tower ranges was added and is accessible via holding ALT key
    We heard it loud and clear, the game was hard, so besides tuning it down, we added new features for players to see how effective their defensive setup is (coverage wise).


  • All the buffs and debuffs are now displayed next to the enemy health bar

    Here you can see most of the new icons. For example, a green blood drop means that the enemy is poisoned, a shield means that it has a strong armour etc.

  • Tower unlocking is redone, the player will now unlock new towers by completing specific levels instead of having to buy them.

    Like we mentioned before, we completely redid how upgrade system work and with that some changes to how you unlock towers had to be made. Now when you complete a specific level a helpful pop-up will appear informing you that you have a new tool added to your arsenal.

But those aren't the only changes! The complete change list is as follows!

Major updates:
  • Chapter 4 was added including 5 more maps with more story and a boss
  • Major gameplay rebalance, all the maps have had their enemy composition adjusted
  • All towers, enemies rebalanced. Bosses were updated to pose more of a challenge
  • Spring trap redesigned, now the player can choose where to throw enemies
  • Permanent upgrades were reworked to be more meaningful
  • Slow Aura, Fish Stall towers were added
  • Giant enemy type added and included in some of the old maps
  • Priest heal ability changes as it was way too overpowered
  • All towers received visual updates when upgraded
  • Tower unlocking redone, player will now unlock new towers by completing maps instead of having to buy them
Quality of life changes:
  • Defense select screen was adjusted to feature tower stats
  • Ability to see all tower ranges was added and is accessible via holding ALT key
  • Camera panning was added with the addition of bigger levels, accessible via WASD keys
  • Victory and defeat screen redesigned
  • New unlocked tower notification added
  • Editor screen adjusted to be easier to use
  • Adding jump and crawl points in the editor is now much more straightforward
  • Destruction objective scenarios now highlight the objects that enemies have to destroy
  • Jump and crawl points are now visible on the playing field so the player can plan the strategy beforehand
  • All the buffs and debuffs are now displayed next to the enemy health bar
  • Towers affected by damage aura now have a visual effect added
  • Arrow traps can now be placed on the same tile with stairs, raising the potential spot count for the trap
  • Delay between end and start of the next wave has been reduced
  • Added Enhanced Rich Presence to show currently played level in friends list
Fixes:
  • Enemy navigation updates, significantly reduces encounters where enemies will choose weird path
  • Adjusted tower placement logic to work better with a mix of full and half blocks
  • Multiple prop updates to reduce the amount of issues and increase the possible build spot count
  • Slow aura fixes: activation logic adjusted, will no longer get stuck in animation at the end of a wave
  • Stairs models have been updated so the enemies won't get stuck at those
  • Assassin behaviour updates, will no longer distort model when climbing a wall
  • Fixed multiple incorrect tower placement highlight cases

We want to thank you for your patience and we truly hope that you will enjoy all the improvements we made.
And don't be shy to leave a review or share post stuff on social media, all that truly helps! Until next time!

Don't forget to follow us on social media.
Twitter: https://twitter.com/SeacurityBreach https://twitter.com/soaphog
Facebook: https://www.facebook.com/SeacurityBreach/ https://www.facebook.com/Soaphog/
May 27, 2019
Seacurity Breach - jurgeens
Hey guys!

We want to share something amazing. Last week Seacurity Breach was a part of Nordic Games 2019. It’s a video game conference that focuses more on the business side of the gaming industry. Nordic Games is about making new connections between studios, publishers, developers and everyone else that works in the industry.

While those 3 days were tiring and in a way stressful, it was all worth it. We had a chance to meet great people, create new friendships and contacts that could help us make Seacurity Breach as great as it could be. And the general response about SB was amazing, people loved the look of the game, the added verticality to the levels and the level editor.

This looks amazing!

We would also like to say big thank you to BerlinBalticNordic.net for helping us attend the event!



Seacurity Breach - jurgeens
Hey everyone,

I hope our little period of silence hasn't been too long. While the next update isn't just ready yet here is a glimpse of the more mechanical changes/fixes we have already done and are still working on.

Done
  • Updated jumping enemy pathing
  • Updated wall crawling enemy pathing
  • Various collider fixes
  • Various tower have upgraded models/animations
  • Water tile (not ocean around islands) improvements/fixes
  • Fixed various tower placement bugs
  • Changed how moving the camera up and down works in the level editor
  • Reduced delay after the end of wave and beginning of the next wave
  • Pause menu no longer blurs the background
  • Pier tiles showed that it's possible to build on them when it's the only pathway
  • Fixed Aura tower icon not appearing if you placed aura tower and quickly started the next wave
  • UI improvements
  • Various fixes and quality of life improvements for various towers
  • When attackers are affected by slow aura their nameplate displays an appropriate status icon

To-do
  • Spring trap throw preview won't update on a tile where the decoration was removed
  • 3-4 level not working as intended - Enemies ignore the closest objective, even though the path is shown towards it in wave preview
  • There is a bug with building level up prices where the level up prices are higher than intended
  • Various spring traps quality of life improvements
  • Other pathfinding fixes
  • Collider fixes
  • Adding level and tower previews where they are missing

And some other small things

Everything else is, more or less, finished. Just a little bit more polish and the update should be live sooner than later.

See you then!

Don't forget to follow us on social media.
Twitter: https://twitter.com/SeacurityBreach https://twitter.com/soaphog
Facebook: https://www.facebook.com/SeacurityBreach/ https://www.facebook.com/Soaphog/
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