Test Server Hotfix – August 9
Fixed an issue preventing some battles from starting around fortifications in safe zones.
Fixed an issue where the temporary cost of building forts was set to 30,000 doubloons instead of the intended 100 doubloons.
Hello everyone! The work is continuing on version 2.0, which represents a massive update to the game with improvements everywhere — from enemy AI to combat itself — with new tools for players to tackle enemies, improved crafting, and a lot of old bugs finally being squashed.
It's been a very heavy month in terms of workload, and I'm off for a week on holiday, so work on the 2.0 update will resume in September. In the meantime, I'd like to share a sneak preview of what you can expect to see in Cacildes Adventure 2.0.
Overall — better combat, better UI, smarter AI, and NPCs that go about their lives. There will be new items, spells, and armor that are shared across both player and AI, making everything truly data-driven. You’ll also see new dialogue with more options as a result of converting all conversations to a text-based solution with INK, which allows for a smoother writing experience for me (writing dialogue in the Unity Editor is a pain).
Here's the sneak peak!
You will also notice in the video that the gold bug has been squashed! This was a very old exploit that allowed players to die and pick up gold from chests again. This happened because the save system would reload the entire save file, which reset the pickups, but the lost gold was not taken into account. Now, on death, you are only respawned in the location, without the world resetting.
But enough words — here’s a video with 30 minutes of gameplay, along with some screenshots. I hope you enjoy :-)
And for newcomers — version 2.0 brings improvements to the base game, but the current version is definitely stable and ready to be enjoyed as well!
I hope to see you all soon. Thank you for playing Cacildes Adventure and for your support! ❤️
Hello, everyone! We're happy to share that Eat the Rich is part of the Tiny Teams festival! Perfect time to share another development update.
This is a new Brawl Game that will also be available once we launch Early Access. Alliances race to earn 10 points. Teams take turns opening briefcases. There are 5 different types of briefcases:
SELF - increases or decreases points of the current player's alliance
OTHERS - increases or decreases points of all alliances except the current player's
ALL - increases or decreases points of all alliances
FIRST - increases or decreases points of the alliance with the most points
LAST - increases or decreases points of the alliance with the least points
In its previous state, the Investment advantage instantly takes half of the player's current pennies and only returns it plus a whopping +50% when the player reaches the finale. It is a powerful tool that both increases the player's final Pennies and also likely hides them from getting highlighted during Player Spotlights.
We've decided to slightly nerf it by adjusting the amount of interest it adds at the finale based on when you used it. If used on the first round, it still adds 50% interest, but if it's used on the last round, it will now only add 20% interest.
You will now also be able to keep track of how much will be returned to you on the Round Summary:
This is a significant tweak that should simplify and improve the experience of first time players.
For our Vote Out phase during the demo, we return the players to the Circus map and give them a few minutes to roam around and connive secretly with other players via proximity chat. There are also 3 Vending Machines in the map where Advantages can be purchased. We added this phase to allow players to execute big-brained schemes. We imagine devious players juggling multiple alliances and then carrying out shocking betrayals.
Unfortunately, this isn't what actually happens. Because we want full game sessions to take 20 to 30 mins max, we can't really give players more than a couple of minutes on this phase. The end result is that this phase devolves into a mad rush towards the Vending Machines and just a few quick chats to whoever you randomly encounter there.
Now, after a Mind Game ends, the players stay for a bit inside their private tents. Each private tent will have their own Vending Machines, so players still have a few moments to purchase advantages, as well as discuss secret plans (or argue) with their Mind Games "partners". When the Vote Out phase starts, the players will go straight to the Voting Interface. Before actual voting is enabled, there will be a configurable set of time that they can discuss in full public who to vote, use advantages, or get offered Defector temptations.
This change shaves off about half a minute per round, and lessens what new players must learn to do.
Take a look at some small but cool visual improvements we recently added.
Game Lobby
Our Game Lobby is now getting close to the level of polish that we aim to apply to the entire game if we have the perfect budget, time and experience. Unfortunately, we are way more limited with what we can do for now but we hope to keep improving other aspects of the game, albeit slowly.
Dash
We just recently were made aware that Free Lives (creators of Broforce, Gorn, Terra Nil, etc) has a Black Friday Simulator game that's also called Eat the RIch on itch.io. In order to avoid market confusion, we have agreed to include a secondary title for our own Eat the Rich game.
Welcome to Eat the Rich: Greed Games. We'll be updating our Steam title and marketing assets asap.
So here’s the much awaited roadmap. We’ll have at least 1 update every month, up until the November's full release, combining both new content and QoL improvements. As always we will keep monitoring the community’s requests to adjust the roadmap. Keep in mind there is a number of other smaller features and improvements we plan on making, we just couldn’t fit those all here, so don't be alarmed if you don’t see these in the list.
And keep in mind this is the absolute minimum of the content that will be on release. And we still got more features we will be adding after the release. Thank you all for supporting this project. The feedback and engagement we have received has been a driving force for Xenopurge. Let us know if anything is unclear.
Additionally on this update you will find:
Keybinding is now available for both Keyboard and Controllers.
Added a new female voice actor.
Reduced the mine explosion delay so that it explodes before the enemy have a chance to leave the tile.
Hello players, this is ethereal fish studio
To put it simply: we've completely reworked the game's core gameplay and overall structure. If you've played our previous demo, then congratulations, you're about to experience a "brand new" game.
We'd like to start with a system you might be familiar with.
【Combat Evolution: From "Rage Ultimate" to "Fury Attack"】
Remember the old Rage system? You'd fill up a bar to unleash a single, powerful attack.
Now, it has evolved.
We've upgraded it to a three-segment energy bar. Each use consumes only one segment and has its own dedicated button, so you'll no longer trigger it by accident when using a heavy attack.
But that's just the basics. The real highlight is that once you've stored all three segments, you can unleash the true ultimate skill with a specific command: the "Fury Attack."
This new mechanic is just the tip of the iceberg of our massive updates. Next, we want to talk about some deeper changes.
【On the UI: A Much-Needed Overhaul】
To be honest, we don't have anyone on our team who specializes in UI design. The UI in the previous version was... rather hastily put together, and we received a lot of complaints about it.
At first, we thought that as a "poor" indie dev team, players might be more forgiving. But it turns out that a clean UI is crucial for the overall game experience.
So this time, we were determined to make a change. We hired a professional UI designer to completely remake the game's entire user interface.
The new UI finally makes the game look like a "proper game." We hope you'll be happy with the new design.
【Core Gameplay: A Complete Restructure】
The old progression system revolved around "level up, pick a weapon, pick an upgrade." The advantage was its simplicity, but the disadvantage was also clear: the experience was relatively monotonous, with limited room for players to create their own builds.
We want every run of the game to offer more strategic depth and randomness.
So, we reworked the "Insectoid Core" system.
Previously, Insectoid Cores mostly provided simple stat bonuses. Now, we've given them various elemental properties like Cryo, Pyro, and Dendro. When you collect a certain number of cores of the same element, you'll activate powerful "Affinity" effects.
For example:
Equip two "Cryo Cores": An ice ring appears at your character's feet, with a chance to freeze enemies on hit.
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Equip two "Dendro Cores": Vines will automatically seek out and attack enemies.
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The highest-tier Red Insectoid Cores come with powerful unique effects that can fundamentally change the strength of your build. This way, figuring out the optimal combination based on the cores you get in each run becomes a new source of fun and challenge.
To allow for free experimentation, we've also redesigned the inventory system. Insectoid Cores must be socketed to take effect, and they can be freely removed and swapped at any time.
If you get a core you don't want, you can combine it into a higher-tier one at the shop, or dismantle it for materials to reforge and reroll for the affixes you need. We want to give players enough agency to build their ideal character step by step.
By the way, the old weapon upgrade system has also been reworked. It's no longer tied to your level but now appears as a "unique affix" on high-tier Red Insectoid Cores, which can also be socketed or removed at will. No more being locked into a choice for the rest of the run.
【And There's More...】
In addition to these core changes, we've made many other optimizations and additions:
Equipment System: We've removed some stat-stick items and added more new equipment with unique mechanics.
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Meta-progression: We've added an out-of-run progression system. But don't worry, its purpose is to make the game more enjoyable, not to gate your progress.
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Other: We've also added a base, streamlined damage types, optimized the room reward mechanics, and more...
Our goal with all these changes is simple: to raise the gameplay ceiling and enrich the game's content.
The brand new Demo 2.0 is now available for download, where you can experience most of these changes firsthand. (Of course, we've still saved some surprises for the full release.) Stay tuned for major news about the official launch next month~
We eagerly await your discussions and suggestions in the comments. Every piece of feedback you provide is invaluable motivation that helps us make the game better.
Thank you for your patience and for reading.