The Monster Lab Simulator demo will be available starting tomorrow as part of Steam Next Fest!
🔬 Design, build, and experiment with your very own monsters.
🧠 Combine science and madness to become the master of your lab!
https://store.steampowered.com/app/3994610/Monster_Lab_Simulator/
Free prologue version on way!
https://store.steampowered.com/app/4036850/Monster_Lab_Simulator_Prologue/
Join Discord Community
- Round3 Studios Team
The gravity physics rework is part of a larger revision to the engine to prepare for some level of aerial combat. We're not going to go crazy with this, but we'll start with some basic knock up jutsu!
Added 3 New Halloween Event Prizes
Added new Mist-only medical unit shirtThis item art was donated by a player
Added new premium hairstyle Mai Premium Hairstyle
Added new premium hairstyle Alchemist Premium Hairstyle
Added Knock Up Feature to Jutsu
Improved Realistic Gravity Physics & better arc motion when jumping (Acceleration and Terminal Velocity)
Old
New
Old
New
The differences may be minor, but there's a more realistic arch to jump paths, and you float a little bit more and it accelerates as you fall. This feels very different in practice.
Reduced price of 10 x Premium Broadcast Hawks from 990 NC to 490 NC
Added a fallback server for account data and server details in Brazil, which should help people having trouble connecting to NA server for that (eg. Russians)
Fixed a hanging/crash bug caused by missing clone targets during targeting
Fixed a hanging/crash bug to do with missing item icons
The main menu has now been replaced by the Base Camp, simply click on the portal to get all the options that previously were on the main menu.
8 buildings are currently waiting for you to build them; The Hall of Heroes: Lets you store units from one run to use later.
The Armory: Lets you store gear from your run to use the next time you enter the maze.
The Archery Range: Lets you improve your ranged agility-based units. The Training Camp: An alternative to the archery range to improve your melee units.
The Tavern: Lets you start a run with a little bit of cash and the option to spend it to recruit an additional unit.
The Armor Forge: Lets you start a run with a bit of random armor.
The Barracks: Helps ready your party for combat.
The Shrine of Health: Make your life in the maze a bit easier with bonuses to Magic and Strength Events.
All buildings can be upgraded to provide additional benefits, but you can only choose one, so think it over carefully.
This demo implementation is a very limited version of what you will see in the full game.
The main goal of this update is to improve mid-game, by adding more mid-goals between Boss X and Boss Y. Added a way to change your advisors (but it's not easy to get). Reworked weather damage calculations. A few additional nodes in the Skill Tree, a general balance shake-up, and more!
- Have more HP
- Possess higher resistances and often better abilities
- Drop more gold
- Have a higher chance of dropping items
- Level 4 Bosses drop 2 chests
- Count as more kills each (eg, Lv 3 => 3 kills)
- Can drop unique items (eg, the new item used to change advisors)
- Adds an additional way to get more Divine Gems (Baldog+)
- Look slightly different
- Each Boss now has 4 levels
- New material used to replace Advisors
- Reworked math behind weather damage - now weather modifies the damage, and boss resistances are applied afterward
- Show a checkmark in the loot panel for items that can drop only once
- Allow to dynamically fill the Boss ability info (used for the counter in the final boss fight)
- Chest helpers open chests much faster
- Add a new upgrade for Observatory to unlock Boss Levels
- Show damage per second in the Burn tooltip instead of total damage for the entire cycle
- Add a tooltip for shift+click and hold lmb options
- Show elemental damage in tooltips multiplied by the general elemental bonus
- Add every elemental icon to the Crystal Ring's Great effect description
Reworked weather system damage calculations
Once reaching a certain point in the game, the Boss's resistances didn't matter at all because of the weather, while also allowing it to reach 100% and suddenly, no damage was dealt to them. It should now keep them more useful. On top of that, the general elemental bonus \[Crystal Ring] is now multiplying the damage instead of being part of the sum (which made it do barely anything in some cases).
If you are interested in the math behind it now and how it was before, let's take Poison Detonate Damage, for example:
New hit calculations:
S (source) = (Base poison damage + flat damage bonuses \[eg, Great Tooth Amulet]) * (sum of all poison % and mult bonuses) * elemental bonus \[new, previously it was part of the sum of % + mults]
W (weather) = S * Weather bonus
Final (internal boss) = W * 'Damage taken from all sources' \[Flail] * Boss resistances/weaknesses \[including Baldog's crit reduction]
Previous hit calculations:
S = (Base poison damage + flat damage bonuses) * (sum of all poison % and mult bonuses and elemental bonus)
Final = S * 'Damage taken from all sources' * (Boss resistances/weaknesess +- Weather bonus)
**Loot and structures**
- Add general elemental damage mult stat and use it for Crystal Ring - adjusted values are smaller, but the final damage is higher
- Phoenix: rebirth duration doesn't increase with each rebirth
- Phoenix: Base burn stacks per tick 10->6, burn stacks per level 2->3, additional exp required per level 2->1
- Zephyr Fan legendary effect: 30s->90s
- Meteor Hammer damage bonus base 2K->1.5K, damage bonus per level 500->1K, Momentum effect damage base 50K->100K, damage per level 50K->100K
- Change both Recruiter skill tree nodes to 50% instead of 40% and 100%
- Clawed Knuckles min cooldown 1s->0.5s, cooldown reduction per level: 0->0.25s
- Ballista's damage upgrade value grows slightly faster
- Altering Clock now has a 1 second cooldown, its effect base cooldown reduction 0.5s->0.6s, but reduction per level 0.1s->0.05s
- Sacred Bolt damage now scales based on Ballista's damage, and its gold spawn effect is based on the damage dealt
- Crystal Boulder scaling with Freeze 90x->50x, with Poison 1x->0.5x
- Wormhole Worm Pet can now actually drop a chest
**Skill Tree**
- 3 New skill tree nodes: Phoenix rebirth duration reduction; Another crit from all sources; New effect for Birds to disable Boss' ability
- Cap Poison Overflow at 100x damage
- Path to 'Freeze x Troll' is slightly longer
- CritCritCrit mult 0.2x->0.25x
- 'Special Toads' node gives 15 levels instead of 10
- 'Iridium Peaks' bonus 100x->50x
**Other**
- Fix Special Toad chance being multiplied twice by items
- Fix Ungodly Flail duration not increasing on Great quality
- Fix 'NaN' appearing on the Special Toad chance upgrade for the first level
- Prevent Bosses' healing if resistance is higher than 100%
- Adjust Crystal Boulder, Crystal Ring and Ice Whip descriptions
- Fix item enhancement not saving properly if the game was quit or hard prestiged shortly after enhancing
Plans for the future: the Stone Tablet Boss, a new burn item(s).
Enjoy!
Mike & Ada
There are no particular changes to the game content, but we have updated the internal version of Unity.
The reason for this is that the version used in this game had encountered security issues, making this a minor update.
The next update is scheduled for the end of the year, where we plan to add new music tracks!
Stay tuned!
Station Managers,
Our Technical Art Director Brett Shields takes you on a deep dive into the art and technical process behind The Atlas Problem's visual identity. From kitbashing marketplace assets to create detailed interiors, to using Unreal's modeling tools for custom structures, to the full pipeline of creating the Station Manager's character arms with AI-assisted concept work.
Discover how we evolved from triangle grids to hexagons, why we moved away from Houdini, and the extensive manual work that still goes into every game-ready asset - even when using modern AI tools for ideation.
Read the full post here! Don't forget to download our demo and join our Discord community to discuss the development process!
Some of you noticed a mysterious glitch during the sacred Weather Dance — pressing Y could summon not only divine winds… but also unwanted bugs. 🐞
Thanks to your keen eyes and our late-night debugging rituals, the issue has been completely fixed! Now your sacred dances will summon only the gods, not glitches. 🌩️💃
Changelog Highlights:
✨ Fixed bug triggered by pressing Y during Weather Dance
🌤️ Improved animation transitions for ritual dances
🔥 Optimized weather summoning system performance
Step into the circle once more, priestesses and sinners — and let the heavens move to your rhythm.
https://www.youtube.com/watch?v=bpv05iIKjfQ
Updates/Additions:
Cerulean Knight class powers updated: water splash, water tornado, tsunami and water torrent.
Blue Sand Sword Update: parrying produces a water splash that pushes enemies back.
Gravity Knight powers updated: gravity well is now a slow moving black hole that pulls and damages anything in its path.
New Magic: Gravity missile, poison splash
New enemy types with unique behaviors: Undead: spear, sword and shield, giant variants
New weapons: undead sword and shield (chance to poison), undead axe, hell cannon
Crypt level populated with new undead enemies
Crypt level updated with new rooms.
Updated player death effect and starting skin.
Happy to announce that after fighting with myself and my video editing skills the gameplay trailer finally on Steam and alive. Many thanks to Art Flower contributor who share free music on different platforms, without it gameplay and trailer won't exists.
Along with trailer I uploaded small fix and update for demo, so have fun and please don't forgot to give any feedback about issues or bugs in Cube Dungeon Discord channel.
0.0.6 details:
increase size of giant enemies by 50%
rework spawners possibility to spawn specific enemy
now gold chest have 5% chance to drop one of new skill tablets
blue chest can drop fireball tablet with 1% chance
recolor results screen with accent on change to next stage