The Living Walls update has now been released and we’re so pleased to see how you enjoy it.
💞 We’ve been looking through the community feedback and applying changes where it has been both feasible and inline with our own vision of the game. We’re truly humbled by the amount of people who interact with ScourgeBringer on a day-to-day basis. We wouldn’t be here without the players support and we’re really thankful we get tons of feedback throughout our journey! 💞
Okay, but enough of the cute stuff. Let’s get into the UPDATE! 😈
This update contains a whole new world, The Living Walls. Yes, we’re like those movies who put their title in the film script. We’ve also included 5 new Blessings and 4 new Skills. We’re looking forward to your feedback on all these elements!
To all our achievement hunters, we also have 6 new Achievements! Who will be our world-first, we wonder? 🧐
For those who are curious, here is the full changelog:
New: Content:
Added a new Realm, The Living Walls
Skills:
Gyroscopic Compass: When standing still, BLAST.32 will point toward the next Guardian, or toward the Judge if the Guardians have been taken down
Concussion: Smashed enemies are stunned for 50% longer if they hit a wall or another enemy while being stunned
Dragon Punch: Allows to combine the Smash and Dash attacks together to perform the most savage counter attack (has a cooldown)
Extreme Torque: The more an enemy has been rapidly hit by slashes, the more a Smash will be powerful on it
Blessings:
The hot stuff: Slows down incoming bullets as long as the player is standing still
Instant gift: Gives an amount of skill points equals to 10% of the skill points spent
Quality looter: dropped items have 33% chance to be their upgraded equivalent
Threat Dampener: enemies have 25% less HP (10% less for bosses)
Generous Altar: subsequent altars will yield 4 blessings
Lore:
Players will now randomly find computers from the Old World throughout the ScourgeBringer which will drop lore information (and a certain NPC will help out to archive and gather them)
A bestiary is now accessible from the Tree after finding a specific item
Garo has more things to tell depending on the context
Gameplay:
Blood Altars now show on the map with a "!" mark if no Blood Blessing has been picked yet
Fury now has a proper visual and audio cue to highlight when it gets ready
Enemies will now bleed as they lose HP to give an hing toward their remaining strength
Achievements:
Added 6 new achievements
Changes:
Skills:
Lethal Club: smashing bullets now also slightly recharges BLAST.32
Settings:
Replaying introduction now defaults to "never" (which should avoid the intro from replaying after a crash and making you think that your save has been wiped)
Gameplay:
Smashed bullets are now tinted and have a particle trail
Exploding enemies will no more be targeted by the aim assist
Stagnant fumes have been redesigned to stop emitting once a room is clear
It is no more possible to do a Smash+Dash without the proper skill (it was never intended and the actual Smash damages were not dealt throughout the Dash anyway, it was just a visual illusion)
Remade the item drop rate logic to be more parametrable and reliable
Fury recharge items will no more drop if the player already has the Fury fully recharged
Bosses have been tweaked to start being vulnerable once their health bar has finishing appearing (instead of being something more fuzzy)
Fixes:
Fixes Floor is lava achievement
Fixes going out of bound when dashing down through a door with game speed about 100%
Fixes some edge cases with laser collisions hitting even when obviously out of range
Fixes grounded enemies getting detached from the ground if hit by smashed bullets from a lower angle
Fixes free software licences in the credits
Fixes a crash when entering a new room
Fixes various typos throughout all languages
We will still continue to collect and consider feedback throughout our journey over on our Discord. Feel free to come by and say hello!
Hello Fated Ones, In case you have missed it, we wanted to let you know that our next update (The Living Walls) will be released April 29th 2020. The time of the release will be approximately 4-5pm CEST.
So yes, in 2 days!!
What the update will bring, in a nutshell: + 1 new World. + 4 new Blessings. + 4 new Skills. + 6 new Achievements. + Lore elements added to the game, including a bestiary. + Changes and fixes (will go into detail on April 29th).
We cover a few of these developments over on our previous update, in case you missed it.
We look forward to hearing what everyone thinks of the new update soon!
As always, we welcome you with open arms into our Discord channel for any kind of thoughts and feedback you may have. Even if it’s not about the game.
It’s been a while since you heard from us so we wanted to give you a quick update. If you are interested in weekly updates, by the way, feel free to sign up for our newsletter!
We’ve been hard at work on our upcoming update: The Living Walls! Hopefully, this will be released in… a matter of weeks! 😏
You might already know that EGX Rezzed, the video game event in London, had to cancel their main event that was planned today. It was a very logical but sad decision for everyone. And for us too as we planned to showcase ScourgeBringer there.
But the EGX staff is very resourceful and came up with a great idea for an online event. Among many other things (expect some cool streams all weekend long) they partnered with Steam to highlight the games that were supposed to attend the show.
ScourgeBringer is one of them, and it is now discounted by 10%. 👏
If you've been on the fence, we hope this is the wave that will tide you over the edge.
That pretty much sums it up, feel free to join our Discord if you have feedback or want to be part of the community!
We’re maybe stuck at home but we’re still have great news to share!
You might already know that EGX Rezzed, the video game event in London, had to cancel their main event that was planned today. It was a very logical but sad decision for everyone. And for us too as we planned to showcase many of our games there. But the EGX staff is very resourceful and came up with a great idea for an online event. Among many other things (expect some cool streams all weekend long, see below) they partnered with Steam to highlight the games that were supposed to attend the show.
As said, all weekend long the EGX team and their media partners, including Rock Paper Shotgun, Eurogamer, Jesse Cox & Outside Xbox, will offer several stream featuring the indie games from EGX Rezzed 2020. You can follow the online event here:
We’re maybe stuck at home but we’re still have great news to share!
You might already know that EGX Rezzed, the video game event in London, had to cancel their main event that was planned this week.. It was a very logical but sad decision for everyone. And for us too as we planned to showcase many of our games there. But the EGX staff is very resourceful and came up with a great idea for an online event. Among many other things (expect some cool streams all weekend long, see below) they partnered with Steam to highlight the games that were supposed to attend the show.
So we are happy to announce that you can find our EGX Rezzed Digital line-up on a new dedicated page, here on Steam: (lien vers la page showcase). This line-up includes:
As said, all weekend long the EGX team and their media partners, including Rock Paper Shotgun and Eurogamer, will offer several stream featuring the indie games from EGX Rezzed 2020. You can follow the online event here:
We’ve now released the Smoothness Update. This update is meant to smoothen the rough edges previously found in the last beta update. This update contains a better base game to build bigger updates, coming soon.
Please note two things in particular which are:
Enhanced Weapon Systems We’re still working on bringing further enhancements, but had to delay some parts of it because those enhancements (tht are not included in the game yet) rely on gameplay features that are not in the game… yet. This includes enemy vulnerabilities, for example.
Rewarding Exploration We are going to add more ways to reward exploration in the future (more than just the items for now). Stay tuned for that!
Please see a full changelog below:
New
Localized the game title to Chinese.
Gameover screen displaying your performance and lore about enemies.
The game will now track your game stats (play time, enemies killed, boss killed, blood earned, etc.); For now they are displayed nowhere but that may come to be useful in the future.
Gameplay:
The map and mini map will now display an exclamation mark (!) to show any items on the ground in each room.
Beating a boss will now force traps (e.g. spikes) to instantly disarm to avoid getting hit after the last hit (this is only for bosses).
Upon clearing all rooms, players will be rewarded with extra item drops (there's no particular feedback yet, but we'll later add a "full clear" message upon clearing the last room of a level).
Garo will now occasionally talk about enemies that killed the player (mostly bosses, providing a few tips and some lore).
Blood Blessing:
Bullet Bending: makes you invulnerable for 0.2s after deflecting bullets with the Smash.
BLAST.32 weapons:
Stun gun: can stun if the target is vulnerable.
Shock wave: protective weapon that repels enemies and bullets.
Stun wave: enhanced Shock Wave that also stuns enemies.
Pulse laser: heavy railgun to instantly fry things up.
Rapid laser: semi-automatic railgun.
Rocket launcher: standard rocket launcher, boom.
Multi launcher: high throughput rocker launcher.
Mini nuke: devastating rocket launcher, very slow to reload.
Settings:
Added a setting to display (or not) run stats upon a gameover.
Added a button to reset custom mappings to their default values.
Changes:
Gameplay:
Deflecting bullets with the Smash no more slightly moves Kyhra toward the target.
Upon properly defleting a bullet, the Smash will scan for close forward bullets to avoid getting hit by rows of bullets.
All bullets will now get cleaned upon completing a room.
Bileranha will no more attack during its death animation.
Bileranha can now be smashed during its second phase while it's doing it's "bone throwing" attack.
"Floor is lava" achievement now requires a room to have at least 3 enemies.
We added a mechanism to prevent bosses to be fully wrecked by shotguns or miniguns (while preserving their raw power).
Increased attack anticipation time of Munching-slug and Electro-fly enemies.
Items:
Bosses will no more drop map reveal items.
Map reveal items will not drop if at least 2/3rd of the map has already been explored (this will also prevent map reveal items to drop twice).
Single room reveal item, and partly revealed item have been entirely removed.
Drone and Fury reload items, and combo items will no longer spawn in shops.
Mini-bosses and bosses now have a guaranteed full drone reload item drop.
Bosses now have a guaranteed full fury reload item drop.
Added some collisions and layering to items so that they are less likely to overlap.
Items now have a longer time upon spawning before they can picked up to avoid picking up items while hitting the last enemies.
Max ammo bonus items now also affects the bullets per reload stat of weapons.
Settings:
Allowed to set the game speed setting up to 150%.
Mouse Aim setting now has an intermediate option to use the mouse aim only for shooting (and not for dash or smash)
Moved Game pad style setting to the controls tab.
UI:
The random "seed" of each run is now properly displayed on the map screen and on the gameover screen (though there is no UI to start a seeded run, for now).
Graphics:
The slash through effect has been changed to a blood splatters to make the game less flashy and more impactful (we'll continue to work toward reducing photo sensitive effects).
Fixes:
Fixes using the mouse in menus when mouse aim is off.
Fixes some inaccuracies in bullet collision detections.
Fixes Turbo Loot blessing now yeilding the intended guaranteed health drop.
Fixes enemies not getting knock back by smashed bullets.
Fixes Alpha crab-bot lifting from the ground if hit on the very frame it appears.
Fixes enemies fixed to walls being flipped when entering a room.
Fixes player getting hit while performing a Fury if they were within a boss or enemy attack collider.
Fixes Adult splat-flies "teleporting" if hit by a dash right after a smash when they are about to explode.
Fixes Omega Lock-prism loosing its "!" mark when first attacking.
Fixes MAX combo staying on screen after picking up Ultra Combo blessing.
As always, we look forward to your feedback both in-game and over on our Discord.
Lastly, some flashy visuals to showcase the update!
As promised from our previous post, here is our updated and detailed roadmap as of February 28, 2020. It is a bit later than we anticipated, but we were taking the time to ensure we could commit to these deadlines and updates as best as possible before we posted about it. Please note this roadmap can be subject to change and we commit to letting you know if it does.
We are deep into the development of the next update (Smoothness) which is due in March 2020. This first update is a small one that we wanted to publish as soon as possible to address some of the rough edges of the current version (hence the title “Smoothness”).
The next updates are all going to be big updates, full of features and content.
The Living Walls update will bring a new world (the 4th one), full of enemies and new challenges.
The (still untitled) 5th world update will focus more on improving the game diversity, with enhanced enemies and more diverse room types.
The (also still untitled) 6th world update will bring the end-game, with adjustments to the difficulty (for both starting players, and post-game experts), as well as adding more build options.
If you made it this far, please enjoy how our “game over” screen is coming along. As a little treat.
Pfeww, this Early Access launch has been dauntingly cool! Again, thank you very much for the warm reception of ScourgeBringer! I mean, really, that's huge!
We know that you are all waiting for our Early Access plans to be detailed, and that you have many many feedback and concerns about the game's future.
Worry not! We are on it and here to stay. :)
We are already hard at work on the next content update, due later this month. But most importantly, we know that you are willing to be informed about what's to come.
Here is a preview of the next couple updates that we are planning! Please note that the full roadmap will be revealed next week, and will be three times this preview size!
(More info after the image!)
Our first objective will be to push forward the core gameplay of the game. Like reworking the weapons to be more relevant, reworking the items, and making runs more rewarding.
Then will come a whole new Realm to explore! With its boss and enemies, as well as new skills, blessings, and achivements!
We heard your feedback
You have been a lot to give us your feedback or write a review! That means a lot to us, as it helps us to shape the roadmap and take note of your concerns and joys.
We heard you regarding the diversity and the challenge. We are dedicated to address them and we can't wait to share with you the full roadmap which will tackle those concerns, and many more.
We are here to stay and keep making this game bigger and better.
Please keep rocking!
See you by The Chiming Tree!
Thomas
EDIT of Feb 28: we update our schedule a bit because we forgot to consider the time required to translate updates in 10 languages. ^^' The full roadmap is coming later today!