Nordic Ashes: Survivors of Ragnarok - Noxfall Studios
Greetings vikings! And welcome to Nordic Ashes Spooky Season! ːNA_Normalː
Beginning today, October 1st until November 2nd we are celebrating pumpkin spice and embracing darkness (very dramatic).
As we did last year, Midgard will be decorated with pumpkins and spiderwebs. Spooky themed Relics will make an appearance again, this time with their own ascensions (can you believe last year we didn’t have any ascensions at all? So much has changed ːNA_Gnokiː)
Please notice that themed relics will appear more often than regular ones. On that note, you may disable the Halloween event on the Settings panel if you prefer to play regular runs.
And of course, we couldn’t publish a Halloween update with just a little bit of content. We wanted to go BIG and decided to create a new character and a spooky character skin to join our family! We also designed these beautiful wallpapers so you can download them and keep them!
New Character: BLUD!
Hidden inside a tombstone, a malignant creature has awakened… With a new set of skills and his own way of surviving, Blud came here to disrupt Ragnarok and beat up some monsters!
This is also our tribute to Vampire Survivors, the game that made this genre accessible to millions of players! We hope you enjoy Blud and his easter egg-ish way of unlocking him! ːNA_RedHeartː
As much as Blud can be Halloween related, this is NOT part of the Spooky season, the release dates simply coincided. This means he is a permanent character and you will always be able to unlock him.
Amaranth Catrina
Welcome Amaranth and all her plant fellows dressed up as terrific monsters :D Unlock her skin during the Spooky season and keep it forever!
We hope you enjoy this update, we had so much fun designing the all new content ːNA_Crystalː Let us know what you think!
If you find any issues or bugs, feel free to contact us so we can solve them as soon as possible. 🔸 Discord. 🔸 Steam Community.
There's a new update available along with various fixes and adjustments.
Changelog: -Changed heights of NPCs -Flatted out field around the house -New screens in Help/Tutorial section -Teleporting player at second quest in furniture store fix -Problem with placing objects around the house -Missing collisions on map -Graphic glitchs in heavy rain into foggy day transitions -And much more bugfixes
On the occasion of the Game Cup (the French Independent Video Game Cup), I've prepared a new trailer for Wild Dose. I hope this short video (available on the game's Steam page) will give you a good idea of what's in store.
Make home and office design. Control your houses from your computer and tablet. Buy, sell and rent houses. Spend more easily thanks to the bank and credit system. Build houses. Improve your skills with the skill tree system. Engage in dialogue and negotiate. Travel. Fight. Buy a car. Visit your tenants to collect rent. Have your car repaired, painted, modified. Don't forget to buy petrol. Start a family with your mate. Sort your rubbish and use the recycling system. Increase the value of the houses you own by cleaning them. You will not go hungry thanks to the food and vending system. Increase the value of houses by arranging the items you buy from the seller in the houses. Multiply your money with entertainment and action venues. When you advertise a house, its miniature comes to your office, you can put it anywhere you want in your office. Follow the warehouse wars and beautify your home. Talk to your neighbours and get information about the city. Participate in the auction. Ride your horse around the city. Seek justice with the lawyer and lawsuit system. Improve your relationship by watching films with your partner. Travel by going to bus stops. Beware of malicious people in the city, they can spoil your relationship with your mate. Go to the club and have fun. Earn XP by collecting trash. Adopt dogs in the city.
• Crosshair indicator for your current destination. This has been implemented to further assist players who might skip dialogue or may be returning after not playing the game for a few months/years.
Debating on including additional blips for optional quests the player is currently on.
Happy three year anniversary of Tales from Zilmurik on Steam!
Welcome to another edition of the Hostile Mars dev log! Going forward, you can anticipate a monthly dev log update, scheduled for the first of each month. We've got a wealth of exciting updates to share, including a new art direction, innovative gameplay mechanics, and much more!
To enhance readability, we're streamlining our descriptions for each item, avoiding lengthy paragraphs of information for each change. Your feedback is invaluable to us, so please share your thoughts, and if there's anything specific you'd like to see in future dev logs, don't hesitate to let us know!
New Automation System
We're diligently refining our automation system to harmonize with the evolving game dynamics. Our goal is to empower players to delve into intricate base automation while ensuring that the core experience still revolves around strategy and combat.
Through playtesting, we've introduced a revamped delivery route system that offers players clear visual cues to gauge the effectiveness of their routes. Creating a new route is now a breeze—just click, drag, and release! This intuitive system automatically selects the items used by machines and facilitates routes to and from storage boxes.
New Art and Design
Some exciting concept art! (No representative of final designs)
Push Traps
We've been working a lot on physics-based traps like this one, the push trap. This is a massive plate with an expanding mechanism in the wall behind it. When triggered by an enemy, the trap swiftly moves outward, delivering a powerful strike. However, its effectiveness is limited by the force it can exert, so if there are too many enemies to push, it might not be as effective.
New Enemy System
Our core gameplay centers on robots, be they allies or foes, with movement and behavior as pivotal elements. The previous system, developed over years of experimentation, struggled with handling numerous enemies and customizing their actions.
To tackle this challenge, we gleaned insights from playtest demos, embarking on a journey to enhance modularity and performance. Initially, I created distinct systems for each robot, uncovering the potential for a versatile, universal system.
The new architecture prioritizes movement, employing two modular systems for translation and rotation. These systems consist of multiple "mini behaviors" for creating comprehensive movement patterns, allowing real-time parameter adjustments for complexity.
Enhanced Build Mode
We spent time cleaning up the player build mode. While most changes were on the backend, we also implemented the ability for players to click and drag to place multiple traps at once, along with the option to snap scrap-tier traps to the grid.
Improved Pathfinding Efficiency
The new enemy system also necessitated efficient pathfinding at scale. The previous system, effective on a small scale, became cost-prohibitive when handling multiple entities requesting paths simultaneously. Moreover, it was designed for the earlier Unity ECS version, lacking the memory and computation optimizations of our current version.
We completely revamped the pathfinding system, envisioning a scenario where multiple entities share the same path. Now, requesting entities are grouped by path, sharing data rather than maintaining individual copies. Leveraging new ECS features, we improved how various states are represented and safely managed data disposal.
The Objective System
We've also added a new objective system. The modular design allows objectives to be built piece by piece and reused, offering flexibility for creating custom or specific objectives as needed. The system interacts with the world and reacts to the game state, enabling the addition of world elements that guide players or respond to their progress.
That's it for this dev log. Moving forward you can expect a new one on the first of each month!
Unfortunately the landing page update we wanted to push this week is taking us longer than expected. Because of this the update will be delayed to next week with some extra features and changes that will make it an even bigger update.