Along with the new content we described yesterday, we made a ton of changes to the game’s core for the upcoming October 21st release!
To add more diversity, we revamped the weapon system which can be customized with modificators. Ever wished for a crazy bouncing laser?
For the weapon to get also more incentive to be used, we are introducing resistances to some enemies. Some will be resistant to smash attacks, and enemies will now have a type (e.g. creatures, devils, and constructs) with specific weapon mods to go against them.
The item system also got a treatment and each of them will have a rarity grade, and obtaining the rarest ones will require to find secrets or use the advanced bargain skills at your disposal. We are also introducing two new NPC with our shop!
Welcome Xip’os, who are selling weapon mods and upgraded weapons.
And also Lefanu, who is opening its… cursed shop which demands your own HP to get already upgraded items.
To close on today’s post, let’s show off some of the new weapons we made to make them more appealing! Here comes the difract laser, and the cross grenade launcher!
See you on Monday for news about the post-game content and revised difficulty!
As always, feel free to join our Discord and enjoy hanging out with us :)
Hello everyone, We wanted to share with you some news about the New Realm and what can be expected to drop alongside the full game on October 21st!
In addition to all the content you’ve seen before, we have also added in… a new secret realm.
This realm is called The Beyond, and it will feature 2 dedicated bosses, 8 new enemies with 4 alpha variants, and 1 dedicated mini-boss.
There are 13 new achievements as well as 3 different endings you can get.
We are introducing cursed blessings, 11 of them!
But wait, there’s more! There will also be new normal blessings, and we revisited previously released content by introducing new normal enemies, and 8 new mini bosses! Some realms will have up to 3 mini bosses required to open the boss door.
There are also some secret rooms and a mysterious altar where you sacrifice your Judge Blood.
See you tomorrow for details about what we changed to the weapon system and more!
As always, feel free to join our Discord and enjoy hanging out with us :)
We’re just days away from our October 21st release date, and we have a lot to share before then. Thanks again to everyone who has supported us along the way, we could not have done it without you.
Over the next few days, we will detail all the new and changed content coming to the full release!
But today we wanted to share with you our new trailer, which is very punchy and shiny!
Enjoy the madness:
Additionally, we’re announcing bonus content which will also be available on October 21st. We will introduce a Supporter Bundle, which will contain the following: - The game itself; - The Supporter Pack, which contains an exclusive 12-page prequel comic, 20 early prototypes, and a dozen of artwork; - The Original Soundtrack from Joonas Turner.
Note: each item will also be available separately! And if you want the bundle but already owns the game, a discounted option will also be there for you.
See you very soon with more details about the full release content and changes!
As always, feel free to join our Discord and enjoy hanging out with us :)
We hope you are doing well. We are making our swift way to our release (October 21st!), we also wanted to announce that we will be raising our price around that same time (from $14.99 to $16.99).
As such, we want to put ScourgeBringer on sale one last time before the base price is raised. It’s a good time to pick up ScourgeBringer if it’s been on your wishlist. It is 20% off until Monday evening.
Thomas had a great AMA in case you missed it, where he discusses more about the game and was quickly answering everyone’s questions. If you want any more questions answered, feel free to head on over to our Discord via #questions-for-the-devs: https://discord.gg/flyingoak
In addition, Thomas talks about all the upcoming features and details to expect for the upcoming full release content. We strongly encourage you to have a look there, to get a feel for what you can expect soon.
As always, we’re so appreciative of this community and we are working so hard to prepare a great game for you!
Feel free to join our Discord regardless and enjoy hanging out with us :)
We can hardly believe it, but the time is almost here! ScourgeBringer will be officially released on October 21, 2020.
ScourgeBringer 1.0 will come packed with new stuff: - The Beyond: a new secret Realm, with not one, but two new bosses - Chaos Roots: a new post-game mode, with a bunch of run modifiers to spice up your game - System revamps: a new gun modification systems with weapon mods; a revamped item system, with new stuff like shields - Story reshaped: rewritten dialogs, rewritten (and new) logs, more lore, and of course endings - New shops and NPCs: get weapon upgrades, or pay with your own HP for cool items, and meet new Greed's acolytes - New content to previous worlds: new mini bosses for more diversity, new blessings - Secret rooms: will you find them?
After 130 weeks of development, 30 weeks of Steam early Access, 4 updates and 150 pizzas, we can hardly believe the date is almost upon us. We couldn't have done it without the support of our amazing community. Thanks to the countless feedback, fanarts, and laughs we've had along the way.
We're super excited to expand the universe of ScourgeBringer to Heave Ho! Kyhra will be one of the playable costumes you can wear while you attempt to be the last person standing.
The next update to ScourgeBringer is going to be a big one. Quite likely the biggest and most important to date!
Why so? Because it is going to be the full release of the game! But hey, we’re far from ready!
We have a plan! A big one.
Now is a good time to talk about all your feedback. They are extremely valuable, and trust us, we’re reading them all (sometime late, but we’re reading them). Working with feedback is complex but awesome.
Throughout the game’s development, there are numbers of feedback that we couldn’t address just now because we wanted to first build some foundations before going into the details.
Hence, the next update will likely feel like a different game, because we will be rolling out all the revamps we’ve been holding back until now.
Here is what you can expect from the next update and how those features relate to your feedback.
Difficulty
Difficulty and learning curve are THE biggest feedback.
We are very closely monitoring this, as well as preparing ways to improve on that. We know for a fact that players are roughly spread throughout these categories:
10% of players are really struggling with the game;
80% of players are just fine with game’s progression;
10% of players are excellent and getting bored rapidly.
For the excellent players, there is a dedicated chapter further down to this post. We believe that you will be surprised by what we’re cooking up, and you can expect a hot sauce type of challenge.
For the struggling players, we are constantly looking into smoothing out the rough edges of the game. Besides adjusting the difficulty curve, we are also trying to revamp some of the game’s systems to work better together. For instance, we are considering opening up the skill tree way earlier (e.g. removing some of the barriers which require to beat bosses) so that some of the most relevant skills can be acquired more smoothly (e.g. throwing back bullets at enemies).
And for all the players, we are focusing on bringing more diversity to the game!
Diversity
This is the second biggest feedback that you are sending to us, and we’re dedicated to work toward it.
We have already been busy on revamping the item and weapon systems. Items will be more relevant (we removed the least significant ones as well) and we will introduce a rarity system. We want the items and weapons to work more closely together, and we’re presently exploring having items which will modify weapons behaviors (this is still experimental, we don’t know if it’s going to make it into the game as-is).
We are also going to introduce new types of shops to work with this items and weapons revamp. Besides this, we will introduce a bunch of new mini bosses! Our goal is to have multiple of them for each Realm.
Speaking of enemies, we would like to push forward the synergy between the BLAST.32 and Kyhra’s blade. Therefore, you can expect an enemy revamp to introduce resistances to specific attacks (which we hope will also work in synergy with the weapons revamp).
Secret rooms are also going to be a thing!
And of course, we are working on bringing several new Blessings that will change the gameplay.
Lore
The game’s lore is currently being reworked by Pia, the narrative designer on the project!
When we first released the Early Access of ScourgeBringer, I (a programmer) wrote the game’s lore. It could have been okay, but we felt like you and the game deserved better. That’s why we partnered with Pia (and why we slowed down on adding more lore in the previous update). She is bringing a lot of fresh air to the project and is helping us to better shape the game’s story.
What does this mean for the game? There won’t any major change in the story, but some stuff is going to be added, and some other removed or altered, in order to make more sense out of everything. The computer logs are going to be reworked, and there are going to be many more of them. We’re also working toward having a story with multiple reading layers. If you beat the game with the normal and the true ending, you should have a different understanding of what happened.
Also, another illustrator joined the project to work with Pia on a special something aside from the game itself. More info on that later!
Hard mode & run modifiers
There’s so much we would like to tell you about what we are preparing! But we would like to keep it as a surprise.
We are working toward making the “hard mode” not just something harder, but something different that you will be surprised to discover (we hope so).
This special game mode will unlock after beating the game once, and its features will be entirely integrated into the story of the game. This is through this post-game content that you will access a whole new Realm and unveil the true mysteries of the game.
We can’t wait for you to discover it! Stay tuned to what Garo has to say.
Enhancements, bugs, and quality of life
Besides all of the above, we are reading all feedbacks and continuously trying to adjust/fix the current content. We are adding more visual cues, polishing things up, and squashing bugs on a daily basis.
We would like ScourgeBringer to be a polished game before being anything else. This is our personal touch. We believe that a good game first needs a well-polished foundation before eventually expanding.
We hope that this post shed some light on our plans and that you are as pumped as we are to reach this milestone!
Thank you very much for the reception to the Old World update! We're super pumped and already hard at work on the next update and your feedback!
We released a little patch to address a number of possible controls issues (e.g. gamepad not working, nothing working, game being stuck on the first dialog or on the disclaimer...).
We went through a FULL rewrite of all the controls code in the hope to make them super robust and generic.
Since this is a big code change, we are considering this new code as experimental and would like to invite you to report any oddities or positive changes to your situation.