This is help for those who are stuck on the "Moonwalk". That anomaly is now an intersection that you can cross by doing the "moonwalk" . Do what the old man did and try crossing backwards.
we're back with a bang! After listening to your feedback and working diligently behind the scenes, we're thrilled to present version 0.8. This update brings an exciting rework to the inventory system, new features, fixes, and a host of improvements to elevate your gaming experience.
🎉 Additions:
Inventory System Rework
Innocent now has 2 item slots for Medikit, Antidote, Wooden Plank, Keys.
Traitors drop Traitor weapons. Innocents can pick up and use these weapons
Water & Drowning System Rework
Introduced a new waterplane.
Items now "float" on the waterplane
Certain items sink if too many players stand on them
Added drowning sound effects and visual effects
Players drown when their head is submerged underwater
Stamina System
Added a stamina system
Sprinting now consumes stamina
Stamina can recharge faster by drinking alcohol
UI
Added a widget for items and interactables with “more options” and descriptive text
New hit indicator with sound
Added nameplates
Added a widget as a marker for items and interactables
Map
Introduced a new map: Moon Crate
Gameplay
Added treasure chests with Traitor Testers
Added a vault with three different keys containing antidotes or medikits
Added repairables on the map using the new item, Wooden Plank
Added a game server setting for false killing punishment options (100 BC, 200 BC, 300 BC, -50 HP, Death)
Inventory now drops upon death; items are not lost
Weapons Innocent:
New item: Antidote
New item: Medikit
New item: Traitor Tester
Traitor:
New item: Chicken Bomb
General:
Wooden Plank: used to repair structures on the map.
Keys (Gold, Silver, Bronze): used to open the vault.
📐Changes
Items
Poison now has 4 uses.
Single-shot weapons now have an adjustable delay between shots.
Improved replication of dropped/spawned item movements.
We've been a little quiet lately but we're happy to crawl out of our development cave and furnish you all with an update to Zet Zillions.
The specifics of this patch are as follows:
Nix Story arc conclusion
Additional Chapters
Tweaks to Deck unlocking
New Bosses
New Enemies
Steamdeck Support
Controller Support (Xbox controller confirmed for now)
And other quality of life balances
We're also posting a new video on our Steam page which we captured last week with Ota, Gemma and I. In that video we refer to a feature called Challenge Mode and we discuss it a little bit. We also mention that it may or may not be ready for this patch. As it is, it's not quite ready and therefore hasn't been included yet. However you can look forward to hearing more about that new mode in the coming weeks.
For now we hope you enjoy this update to the base game and please keep us in your hearts when it comes to deciding on leaving a positive review or not. Every little helps in that area for the games visibility as we are hoping to clamber up to 90% from our current 87%.
Thank you again for your trust, patience and support of our little indie game. <3
Corrected poor materials usage, mostly in the UI - less inefficient now. Can't believe I only just noticed.
Made it so the elevator near Rocket Launchsite can be ctrl'd from the lower level while it's at the upper level if you've ctrl'd it previously (after a player wondered why they couldn't)
Fixed a missing collider near Rocket Launchsite
Fixed a stray unlocalized string that I'd missed all this time
We are finally bringing you a new content update for our game One S'More!
This will be the last content update before we are going to work on the release content for september 23rd. In this Update, we changed quite a lot of things and we are excited to hear what you think of it! We replaced a few of the last levels of each Biom and adjusted the overall campaign to ensure a more dynamic experience and a better learning curve.
We cant wait to hear your feedback! If you want to stay up to date, share your own creations with our ingame editor and to let us know what you think about the game, please join our community server on discord.
Hello! We are rolling out our first Update since the demo release. This Update focuses on simple balance adjustments, and more fun updates will follow soon.
Please note that the leaderboard will be reset after this Update.
<Changes> - The level-up values for One Pair and Two Pair have increased from 3 to 7. - The effect of Full House has been modified. Now, only monsters behind the selected target will receive excess damage. - The number of attack rounds for Five Dice has been increased by 1. - The variety of dice faces appearing as rewards from changing dice face has been expanded. - The conditions for selection events have been eased. - Previously, there was a 100% chance for already acquired dice upgrade to reappear as rewards, but this is no longer guaranteed. - The damage of the Hot Sauce has increased from 2 to 4. - The King Dice now only activates during rerolls (not when drawing).
Please keep rolling! More exciting updates are on the way soon!
We will be back with these new changes on July 26th!
As the next edition of Gamescom nears in, we're grinding it out. Still, we had some time for a chat with the folks at https://esports.ch/. We talked about the current state of the game and also gave some insights into our preparations for the big event in August.
It's been a busy week. Last week's announcement of the "last chance before price increase" sale brought a lot of new players and returning old players, who had questions and feedback, so I spent more time in the discussion forums than usual. So welcome new players (and welcome back old)!
Players also helped me investigate some issues. One player found the main menu didn't load: they were just stuck looking at the space backdrop. Another player couldn't load their save.
The first issue was the result of a corrupted save.
The second was a result of the rare "duplicate player persistent" bug which prevented the player from loading their save and has been lurking in the game for quite a while. Fortunately, they submitted a save which finally allowed me to reproduce the issue. Normally, when the game is saved, the player's ship is removed from the universe and saved separately with the player object. Somehow, in this case, the player's ship was left in universe causing there to be two entities with the same id. (Unfortunately, they submitted their feedback anonymously, so I have no way to tell them how to resolve their issue)
The root causes of both these bugs were not directly related, but they revealed a problem that had been introduced with the switch to production build: the Unity error display window is gone, so players don't see any error message that hints at a possible problem. So I've changed the error handling logic to open the game's developer console, which should show the most recent exception. Hopefully exceptions remain rare, but if they do occur players will at least get a hint of what's gone wrong.
A patch for these issues (build 17316) is now on the unstable branch and will be promoted to default in the next few days. The build also adds some minor QoL improvements including changing some of the UI sounds which some players report being too high pitched.
A third issue, reported after that patch was deployed, caused players to be unable to progress on one of the early mission paths: Bribing the Ermyr to let you land on the Forbidden Planet. Not a true soft lock because an alternate in-game path existed, but definitely a bug. Apparently this bug has existed for a while, and probably had been experienced by some players, but this was the first time I became aware of it. This one will be fixed shortly.
Can you believe It's already D-4 before Forgotten Mines' release?! So, to show you how far the game has come since the First Demo back in 2022, here's a blogpost to explain and show you the major changes!
First Demo
For starters, I had never published a game on Steam before, but I did some research and knew it needed a good vertical slice. I developed a substantial demo that showcased the game up to its midpoint (but with a lot less content, of course), and despite my initial uncertainties, many of my decisions proved effective and contributed to my current progress. Essentially, my aim was to demonstrate that the game offered lots of content despite its minimalist appearance.
The core mechanics of Forgotten Mines have remained largely unchanged from the project's inception. While numerous enhancements have been added since then, the fundamental gameplay elements were established early on. Essentially I aimed to highlight the demo's extensive content, the distinctiveness of each character class and show that the classes were different from each other. I recall releasing the demo only after creating the Druid, which was the most distinctive class available at the time.
Now
Concerning the most significant changes; the UI was the standout. Until December last year, it hindered both players and the game itself. Substantial overhauls were made to the entire UI, marking it as the most evolved aspect of the game during its development.
Before changes After changes After the first demo, I received much more feedback than I expected, including from prominent streamers whom I admired and followed. This feedback proved invaluable in shaping the game’s direction. Following a video on Forgotten Mines made by Retromation, I released the first update, addressing the initial difficulty that was deemed excessive. And after a video from Splattercat, the game’s music underwent a significant transformation, evolving from a neutral concept to a more thematic approach, aligning more closely with viewer comments.
But, what I remember being the most critical decisions shaping Forgotten Mines’ would be the turn limit. This mechanic, along with reinforcements and related elements, sparked recurring debates among the players I closely followed—from streamers to testers. But really, I feel that this somewhat contentious mechanic serves as the backbone of Forgotten Mines' gameplay loop. Just like the E.M.M.I from Metroid Dread: the game wouldn't exist without the discomfort these antagonists create.
As you can see, Forgotten Mines wouldn't be where it is now if it wasn't for the players' precious feedback, so if you have any thoughts to share, please do! And a huge thank you to everyone who takes the time to provide constructive criticism!
That's it for today, thank you for reading! I'm looking forward to you playing Forgotten Mines in less than a week!
Because: Forgotten Mines will be available on July 23rd! Until then, you can of course wishlist the game: