Ascend The Dome is joining the Steam Next Fest starting this June 9th!
Among the many participating titles, Ascend The Dome stands out — and its first DEMO is already available for download on its Steam page under the name "Ascend The Dome DEMO"!
The demo features a single, smaller dome compared to the full game, but it’s packed with content and climbing challenges! Some of the trials include Kart Parkour, Sisyphus Golf, The Backroom, and Skyblock!
In addition, the demo offers all four official game modes:
Normal Mode
Time Trial Mode
Speedrun Mode
Stream-Chat Game Mode
You can even connect your Twitch stream and let your viewers interact with the game — they’ll be able to mess with you live while you climb!
For speedrunners, the global Steam leaderboard is already up and running!
Enjoy the game now! If you like it, don’t forget to leave a review sharing your experience and any suggestions for the final version! <3 ːsteamthumbsupː
Hello Everyone! The gravure mode Update (v2.0) will be ready soon! I anticipate releasing it for next weekend.
I had to cut some ideas and features just so I could get this out in a rational amount of time, but I intend to continue updating the game after that's out if possible! I wanted to add in some of the bug fixes and adjustments that I 've been working on now so that you can enjoy some of it for this weekend though, so this current patch (v1.9) includes the following;
Added Stamina Power Up Snack "Taiyaki" - Gives 60 sec of infinite stamina for running
Added Invincibility Power Up Snack "Dekka Niku" - Gives 60 sec invincibility.
Adjusted photo collection system for the achievement
Fixed Several localization issues
Added a "jizo saver" to the shrine building in the graveyard so that the jizo will respawn if dropped out of bounds.
Fixed an issue where using the call button would prevent Hachishaku from spawning at the beginning of the game. Also increased it's range. (however, calling when inside of a house can confuse the ai, if she gets stuck somewhere please try calling her to reset her behavior!)
Improved Hachishaku's AI is WIP, but it is more stable than before. For gravure mode it will be even better!
Added new voice lines for Hachishaku to make her reactions have more emotion
Improved the footstep sound effects for both Chado-san and Hachishaku
Increased the money received from completing the game
made menus and interactions more stable
Things that will be added with Gravure Mode (all complete but in polishing and testing phase):
New Map (Lakeside Resort)
Added several new Hachishaku interactions around the Story mode map. (try using the "call" to bring her near certain areas to see if she will interact! Just make sure to hide before she sees you)
New Hachishaku Interactions in both game modes
You can now rotate Hachishaku in the costume menu!
"Gravure Chance" interactions - cutscene style interactions where you can take photos with special lighting and animation. These are hidden spots! Use Call to bring Hachishaku over to any interesting looking areas to start the scene!
Added Screenshot function (uses Q key, but you can also use F12 if you want to save to steam as well as your selected save location)
New Achievements Added:
(View all 5 gravure chance videos!)
Find all notes in the main game
Take your first photo in gravure mode's Gravure Chance
Things I am still working on for future updates;
2 New Costumes models
New Hats
Shrink bomb - Make Hachishaku the height of an average Japanese woman with a new smoke bomb.
Breast and height adjustment sliders in the costume menu
Full gamepad control and SteamDeck support
A few more costumes and alternate colors for current costumes
better Hachishaku teleporting (Adding VFX, adjusting spawn location and logic)
Things I am considering for future updates
Chado-Man mode - pacman style mini game for collecting money and secret unlocks
Hachishaku Game - Darumasan ga Koronda style game
Alternate map for Gravure mode
Day/Night cycle for Gravure mode to add variety
Hachishakusama Returns! - A mode in a new map where the evil Hachishaku from the past returns to take Chado's soul. Play as Hana-Hachishaku to save Chado-san. (will add new journals and notes to all modes!)
Unfortunately there are some features I have tried to figure out but don't think I can add for this game.I will try my hardest, but they are now low priority because I think they are beyond my ability right now, so I don't want to make a promise that it can be done. If I am able to solve these issues I will at some point!
Key Mapping - It just keeps breaking with my current code and re-working the whole system will take too much work to fix right now. I will 100% solve this for the next game. If I am able to figure out
Hachishaku entering buildings - I've come up with a method that could work, but it will take a little more time to get it working consistently enough that Hachishaku doesn't get stuck inside anywhere. For Now I will consider this as a "maybe in the future". The good news is that In any future game This issue is definitely solved from day 1. The main issue is how big Hachishaku is and how narrow the hallways inside are. So these buildings are just not suited for a giant waifu. Right now she gets stuck in interaction loops if she is too close to other doors.
Thank you all for your support so far! I hope you have been enjoying your time with Hana-chan and Chado-san! Gravure mode should be out next weekend and I am working as hard as I can to fill it with lots of fun content and romance!
------------------------------------------------------------------ PATCH NOTES - VERSION 0.0.0.102 ------------------------------------------------------------------
OVERVIEW - Addressing misinformation from previous patch note - Bug Fixes - Added Time Limit Feature
------------------------------------------------------------------ ADDRESSING MISINFORMATION FROM PREVIOUS PATCH NOTE ------------------------------------------------------------------
The previous patch notes gave the wrong information on how to pick the Spread Reaper. Here is the CORRECT information on how to pick them:
1. Hover over any selectable unit on the select menu 2. Press the teleport button ('x' on Xbox controller) 3 times in a row while holding the LEFT select button (LEFT bumper or trigger on Xbox controller) 3. It will appear that you only selected the selectable unit you were hovering over, but you actually picked the Spread Reaper in secret...
- Fixed Gnird's depth - Fixed section where you could walk through a wall in Ingot Terra - Fixed bug where you couldn't select the Spread Reaper while hovering over the cannon units
------------------------------------------------------------------ ADDED TIME LIMIT FEATURE ------------------------------------------------------------------
- After 5 minutes an enemy third party will appear in the center of the map to destroy both sides (this is to prevent stalemates and keep tournament run times consistent)
Aero Tales Online: The World - Anime MMORPG - Anisage Games
[General] - Costumes and elephant mounts obtained from daily rewards can no longer be traded. - Several translation errors have been fixed. - Bronze and Silver Arena medals that can no longer be obtained are now unusable. - EXP Scrolls can now be stacked. - Improvements were made regarding movable windows appearing in front of the screen.
[Event] - Preparations have been made for the Eid al-Adha event. + During the event, you can receive daily event quests from the Event Manager NPC. + Hunt Wild Ox in any grinding map and collect Sacrificial Meat. Exchange quest rewards for premium items and a rare gathering pet. + Event start date: June 6, End date: June 21 at 23:59 Server Time.
[Map] - Grinding spots in the Aztec Temple map have been made more efficient. - Grinding spots in the Narakha Basin map have been improved. - A new map, Lost Coast, has been added to the game.
[Quest] - A new daily quest has been added to the Grand Fortress Quest Board for levels 70–85.
[Bug Fixes] - Fixed a bug where characters would stand up when typing while sitting. - Fixed a visual bug where wizards appeared larger after exiting their house. - In the Golden Fish event, player positions are now completely randomized. - Players kicked from a clan will now also be removed from the clan castle. - Dark-level players now gain less EXP from non-dark monsters. - Players you ignore can no longer send you friend requests. - Family messages no longer interrupt your character’s movement.
[Visual] - Visual adjustments made to Dark Lord weapons. - Streamer name tag has been updated. - The remaining time window for planted seeds has been renewed.
[Voice Acting] - Turkish voice acting has been added to the game.
[Farming] - Upon logging in, if your field crops are fully grown, you will now receive a system message.
[Balance] - Some changes have been made to the Ranger class: + Void Bomb is now a skill that originates from the character. Stun duration reduced from 1.6 to 1.5 seconds. + The stun area of Void Bomb has been reduced to match the size of the Arrow Spin skill. + Shock Bomb’s stun chance increased from 60% to 100% (excluding stun resistance or miss). + Shock Bomb’s stun duration increased from 1 second to 1.6 seconds. + The shout sound effect of Ground Strike has been changed. Reason: The adjustments were made to reference the archer, as having two AOE stun skills made dodging with dash nearly impossible.
[AI] - AI systems have been improved with Lilith AI v2. - The translation system now performs better.
[Blacksmith] - Materials required to upgrade items +4 and above have been updated in line with the new item dismantling system.
[System] - Dungeon end cards will now change color based on the rarity of the obtained item. - You can now browse markets within your field of view more easily via the market window. - An auto-walk system has been added for mobile devices. - Market owner names will now appear in purple until they leave the map. - PC players can now press ` to auto-target enemies. - Private chat windows have been added to the game. - You can message someone with /chat nickname or chat with players from your friends list and markets via dedicated chat windows. - A new item dismantling system has been added. You can now destroy any item at the blacksmith to obtain materials required for upgrading. - For upgrades +5 and above, you must obtain items from the dismantling system. - If you are upgrading SSR items, you can dismantle unwanted SSRs to obtain SSR Dust. - This system is designed to increase the value of low-tier SSR items and equipment in the market.
[AC Shop] - Thunder Lucky Box has been added to the AC Shop for a limited time. - Fog Clan set has been permanently added to the AC Shop.
The main-preview now resembles the aspect ratio of the final render and the thumbnails are now displayed in a horizontal bar at the top, making more room for the main preview.
I also added the possiblity in the renderer to use images (i. e. "true rgba colors") as source of color inside variations.
This was a rather challenging task as there where not free channels to hold this image-rgba-colors (four components). It was done by introducing a new render pass. This render pass is only active when true colors are used and causes the renderer to be little bit slower than using no rgba-colors.
There is also the possiblity to mix the rgba-colors with the fractal iteration color, causing more variation inside the image. To control this, there is a now parameter "image mix value" at the "gradient" section. When set to 0, the fractal color is completely discarded, and only the image-colors are used.
Also, there are tonemapping options to change the color of the used image on the fly (basically the same as used when applying a background image)
And, you can have multiple images inside one fractal.
Complete changelog: - added an additional render passs to the renderer to support colors coming from an rgba-image. - new "image_rect"-variation to use image textures inside of fractals - added tonemapping-options to the "image_rect"-variation - added auto-transparency for non-png-textures, used by the "image_rect"-variation. (auto-transparency sets all pixels with a luminance beloww a vcertain level as transparent. This is just for helping in playing around with with *.jpg-images, for better results. Please note, that this parameter is ignored when applying a non-transparent-*.png-image. you should use *.png's with real transparency) - new option "image_rect auto transp." in the application settings to specify auto transparency (or disable it) - added 4 example-images with transparency for use inside the image_rect-variations - added new "image mix value"-attribute at the gradient section, which defaults to 0.125 (has only influence when using a variation which sets rgba-colors) - fixed a bug regarding loading flames and the new custom resolutions - flame-editor: variations: put resources above attributes (e. g. "image"-parameter in "image_rect"-variation) - added 4 more example-images with transparency for use inside the image_rect-variations and made them accessible as variation-presets - background-images of flames are now centered by default - flame-editor: the main-preview now resembles the aspect ratio of the final render - flame-editor: the thumbnails are now displayed in a horizontal bar at the top, making more room for the main preview - added custom quality profiles (in the application settings). So you may render at any desired qualily level now - flame-editor: improved the main-preview (free sizsble, less flickering when switching between sections) - realtime animation-preview: fixed the initial flickering - realtime animation-preview: increased the number of initial stabilization iterations - realtime animation-preview: also respects the flame render aspect ratio
A quick patch for some more fixes and minor improvements. This patch also contains a few run-progression changes in the form of greater baseline Scavengers per expedition and tech drafts that are biased in the player's favor.
This will update NOT clear your in-progress runs, and should actually fix an issue where some runs may have been cleared.
[v.415663] ✦ ⇒ Community-inspired change
Tech
✦During Boss tech drafts, you are guaranteed to get an option that draws you cards and an option that grants additional Command
During tech drafts, you will not see repeat tech again (until you've seen all tech)
Signal Booster has been moved from artifact tech to boss tech
Scavenging
Base Scavenger count on expeditions increased from 5 to 6
Bonus Scavenger count on expeditions from empty deployment slots decreased from 2 to 1
Units
During perk drafts, you will not see a repeat perk again (until you've seen all perks)
Added victory animations for the Bell Maiden, Navigator, Purifier, and Lancer
Field Ingenuity: Fleeting Attack value increased from 1(2) to 2(3)
Back to Back: Fleeting Armor value increased from 3 to 4
Enemies
✦Various Depth 3 encounters show up slightly later and have less stat scaling
City & Events
Squad improvement cost for basic units increased from 25 to 30
Squad improvement cost for rare units decreased from 100 to 90
✦Fungal Bloom Strength option increased so the base value is always a minimum of 1
UI/UX
Intent tooltip separated from the other tooltips so that they only appear if you hover the intent area
✦Max HP becomes visible when hovering a unit or enemy's combat HUD
Fixes
✦Fixed an issue where Sunder was applying Armorshred rather than Armor Break to fix an interaction with temporary armor
✦Fixed an issue where deploying to various regions in Depth 3 would take longer than expected for the units to arrive on the battlefield
✦Fixed an issue where the weakpoint on the Siege Murk could be obscured under the HUD
✦Fixed an issue where the upgrade preview would jitter (again)
Fixed an issue where the {!} (New card icon) would stay on the screen if the card was hovered as it spawned
Fixed an issue where the Commander's perk description on the metaprogression screen was incorrect
bugfix: getting killed by getting sliced in half would result into broken gamestate, where you couldnt restart the game, bugfix: fix issue with laserbeam aiming, bugfix: fix issue where slicing in half particles would cause water to get rendered on top of ground, bugfix: stat list was not accounting the stats coming from gear, bugfix: issues with most upgrades in the game, bugfix: fix issue with water debree,
feature: equipable onhit effects, feature: flaming cape that adds fire aura, feature: equipable fire on hit, sets ground on fire with melee, turns energy projectile into flames, feature: equipable freeze on hit,
feature: equipable laser, turns projectiles into laserbeams, turns swords into laser swords that cut enemies in half,
feature: basic minimap, feature: equipable grappling hook, feature: axe that deals damage based on missing health, Feature: upgrade that lets you hit more than 1 target with 1 melee attack, Feature: upgrade that lets you add base strenght to your basic attacks,
change: viking helmet now has 100% crit chance, change: inventory description now uses icons for stats instead of text, change: levelup only happens between waves of enemies, not during, change: dashes are now more limited in the early levels, change: jump animation is now different, change: when interacting with inventory, enemies are now instantly paused, change: pause enemies when camera is panning from enemy introduction