Red Faction Guerrilla Steam Edition

Each Friday PC Gamer s writers descend into the molten idea core and return with cooling fragments of what they have dubbed opiniononium . They re just like that.

THE HIGHS

Tom Marks: Grand Theft Auto V s PC port won t be a smash and grab What Rockstar is doing with the PC and next-gen versions of Grand Theft Auto V is downright admirable. Sure they are taking their sweet time doing it, but I much prefer a long wait to a slap-dash, press escape to instantly quit, port with more problems than new features. First they told us they are giving previous players a reason to come back, and now they confirm a first person mode and 4k resolution support. First person has been a rumored feature for a while, but the modeled vehicle interiors and suite of new animations are icing on the cake I wasn t expecting. A year after its initial release, Rockstar is still working hard to keep the latest version of GTA V feeling cutting edge, and at this rate the PC will be home to the definitive version.

Samuel Roberts: When systems come together I m late as hell to the Alien: Isolation party, but this week I ve been muddling through the game s colossal 20+ hour storyline in little chunks. I haven t found it especially scary, to be honest—tense, but not scary. In well-lit environments, I have adjusted to the sight and animation of the alien and no longer consider it an unseen threat. Last night, though, the systems of the game came together in a way that I found genuinely unsettling, as I manoeuvred through a strobe-lit environment and saw the alien drop out of nowhere, behind some fellow human survivors. I went straight for a locker and hid, hearing screams as the alien devoured them and then, a silence, until the locker tore open and the alien killed me, too. By itself, the alien s aura becomes undone the more you play, but the systems are smart enough to keep finding ways to make that creature scary. Brilliant game.

Chris Thursten: Endless Legend (and other space wizards) I liked the look of Endless Space more than I really found time to play it, but this week I decided to take a stab at Amplitude s fantasy follow-up: Endless Legend. Having been rather disappointed by Civilization: Beyond Earth, I m taken by just how many things Legend gets right. The combat system is an elegant improvement on Civ; empire development is involved and interesting; the UI is crisp and pleasant to use. The factions are varied, play very differently, and are beautifully presented.

It s the art and music that have really sold the game to me, though. Endless Legend s take on fantasy has a light sci-fi touch and the gentle pastel art reminds me of a Gene Wolfe book cover. This has been something of a trend recently—Destiny shows off many of the same influences. I ve been running a pen and paper campaign in Monte Cook s Numenera, lately, so there really couldn t be a better time to be surrounded by lovely hand-painted space wizards.

Andy Chalk: EFF seeks to legalize online DRM circumvention in abandoned games The EFF recently petitioned to legalize DRM circumvention in "abandoned" games, a move that, if successful, will make life a whole lot easier for retro gamers and preservationists. Older games reliant on matchmaking servers or online DRM checks are pretty much done in when remote servers go offline, and while cracks are always an option, they're often not a realistic choice. The process of legalizing this particular type of DRM circumvention is "burdensome and confusing," but if we're serious about preserving video games, both for posterity and playability, then this is a necessary step and hopefully one that will ultimately prove successful.

Phil Savage: Games for Windows Live is slightly more dead I love seeing bad things happen to bad people. Or in this case, to bad programs. Games for Windows: Live is undoubtedly a bad program, and I smile every time it comes closer to annihilation. This week, Nordic Games patched it out of Red Faction: Guerilla. This is surprising—despite their previous promise that it would happen. It's surprising because Guerilla was made by Volition for THQ—the former now with Deep Silver, the latter sadly deceased. Nordic acquired the rights to much of THQ's catalogue, but they didn't have anything to do with the game's creation; just its current distribution. To then go back in to remove the unwanted GfWL-wrapper is a step worth celebrating. Especially because Guerilla is such a great game.

THE LOWS

Andy Chalk: Dawngate is dead EA pulled the plug on Dawngate at the start of the week, a particularly surprising move given that it's been in one form of beta testing or another for the past year and a half. I suppose this could actually be seen as a "high," since a willingness to shut it down at this stage in development is surely preferable to just shoving it out the door and hoping for the best, but it's unfortunate that something couldn't be done to salvage the game, especially since some players clearly seemed to be enjoying it. It's also obviously not good news for the people at developer Waystone Games, which is reportedly being disbanded.

Samuel Roberts: High prices It s hard to figure out what s happening with Ubisoft s holiday titles vanishing from Steam this week (and not appearing on the UK Steam store at all). While opening two clients to play one game is never ideal with both Steam and uPlay, having the option to buy the game on Steam is ideal for a lot of players, and not selling through Steam is a break of form for Ubisoft. Hopefully they ll return to Valve s service soon.

Phil Savage: Fallout 4 An obvious choice, and not even a particularly notable one. Of course the Fallout 4 trademark was a hoax. This happens constantly, to the point where I've long since stopped paying attention to trademark discoveries. It s always a hoax. And yet, yes, there's still a part of me that wanted it to be true. I'm ready to see what Bethesda will do next. An open-world post-apocalyptic RPG made with current-gen hardware in mind? Yeah, I'd like to see that happen.

Oh well, there's always next year.

Chris Thursten: Oh god where did the year go Endless Legend might be my favourite thing this week, but the circumstances in which I discovered it are quite the opposite. We ll be beginning the process of judging our Game of the Year soon, and that means going back and considering a lot of games that I might have missed when they came out. I ve heard a lot of people say that 2014 was a little weak, release-wise, but the staggering task ahead of me speaks to the opposite. I ve still not started Wasteland 2 and I d like to return to Divinity: Original Sin; I m half-way through my first Shadowrun Returns campaign and don t feel ready to move on to the Director s Cut of Dragonfall yet. That s just RPGs. I still need to finish Alien: Isolation and Shadow of Mordor and, oh wait! There s Legend of Grimrock 2. And Jazzpunk. And The Banner Saga. Maybe I should give Metal Gear Rising a look? What about Luftrausers?

And so on. And so on. And so on.

Tom Marks: The Glove is coming off The Black Glove s kickstarter is finally over, falling woefully short of its $550k target. Even the belated support of big names like Ken Levine couldn t save what looked like a unique and clever concept, striking many of the same chords with me as the first time I saw Psychonauts. Raising the $220k it managed to is an impressive feat in itself, certainly proving there is a not insignificant amount of interest in the game, but setting such a high bar on an all-or-nothing platform is a dangerous game to play with a brand new IP from a team with no stand out names. Their video proved to me that they had the chops to get the job done, and The Black Glove looks like a game I d love to try, so the thought that it may never see the light of day is a discouraging one. 

Nov 7, 2014
Dungeon of the ENDLESS™ - .Steph(✿◠‿◠)


Hey everyone,

We gather every day more and more feedback to improve Dungeon of the Endless and are really thankful for it. In this blog post, we wanted to let you know what we are working on at the moment, for the next patch, but also what we plan for the upcoming weeks as well, in terms of short term priorities.


The Next Update

We've had several reports on the Endless Legend Emperor/Founder bonus missing in Dungeon of the Endless. We once again sincerely apologise for the inconvenience: we already fixed this issue but while other improvements are being tested by our QA team, we thought we'd rather wait before releasing a patch. Something new as well, to make it slightly more obvious, we decided to unlock automatically the Founder heroes: Josh (DotE Founder) and Kreyang (EL Emperor [ex-Founder]).

  • Endless Legend Emperor pack unlocks (Kreyang, Refreezerator)
  • New resolution options
  • Windowed mode
  • Heroes groups shortcut
  • First version of auto-save in case of crashes (solo)
  • Three G2G achievements
  • Chat in game over and victory panels
  • Fixed several issues with items duplicating and merchant
  • Fixed several issues with multiplayer (and regional filters in the lobby)
  • Fixed several issues with environments and lights

We’re still waiting for the approval of our QA team and VIPs before releasing this, but we're sure it will be available soon (next week, hopefully).


Short Term Priorities

Here's a short list of improvements you should expect to see in DotE in the next few weeks:
  • Exchange items in Multiplayer mode
  • Set private games in Multiplayer mode
  • Ability to rebind keys (could fixes problem with special keyboard like mac)
  • G2G spaceship: the Bio-Organic Pod

Have a nice weekend!
~Amplitude Studios
Nov 7, 2014
Dungeon of the ENDLESS™ - Steph(✿◠‿◠)


Hey everyone,

We gather every day more and more feedback to improve Dungeon of the Endless and are really thankful for it. In this blog post, we wanted to let you know what we are working on at the moment, for the next patch, but also what we plan for the upcoming weeks as well, in terms of short term priorities.


The Next Update

We've had several reports on the Endless Legend Emperor/Founder bonus missing in Dungeon of the Endless. We once again sincerely apologise for the inconvenience: we already fixed this issue but while other improvements are being tested by our QA team, we thought we'd rather wait before releasing a patch. Something new as well, to make it slightly more obvious, we decided to unlock automatically the Founder heroes: Josh (DotE Founder) and Kreyang (EL Emperor [ex-Founder]).

  • Endless Legend Emperor pack unlocks (Kreyang, Refreezerator)
  • New resolution options
  • Windowed mode
  • Heroes groups shortcut
  • First version of auto-save in case of crashes (solo)
  • Three G2G achievements
  • Chat in game over and victory panels
  • Fixed several issues with items duplicating and merchant
  • Fixed several issues with multiplayer (and regional filters in the lobby)
  • Fixed several issues with environments and lights

We’re still waiting for the approval of our QA team and VIPs before releasing this, but we're sure it will be available soon (next week, hopefully).


Short Term Priorities

Here's a short list of improvements you should expect to see in DotE in the next few weeks:
  • Exchange items in Multiplayer mode
  • Set private games in Multiplayer mode
  • Ability to rebind keys (could fixes problem with special keyboard like mac)
  • G2G spaceship: the Bio-Organic Pod

Have a nice weekend!
~Amplitude Studios
ENDLESS™ Legend

Amplitude Studios' small stable of interconnected strategy games opened its doors to the public yesterday, with the addition of modding tools for their fantasy 4X Endless Legend. They came as part of the game's Halloween update, which also added a seasonal side quest and a few other small bits and bobs. If you're keen to see what can be done with the game, you'll find a bunch of tutorials here.

That new, Halloweeny side quest unlocks "a new Broken Lords' Hero and a new item" to the game, while bug fixes include tweaks to the AI and solutions for issues related to quest items. It's not a huge patch, other than that modding support, but the ability to add new quests, skills, items, assets and so on, and to change the behaviour of the game's factions and heroes, is always welcome in any strategy game.

Dan liked Endless Legend quite a bit when he reviewed it the other week. (Ta, RPS.)

ENDLESS™ Legend - Lt_Miles
http://i.imgur.com/J7RNWvD.jpg[/url]

Happy (early) Halloween everyone!

You all know how candies are bad for your teeth. Therefore, we think that it would be for your own good to stay home and play Endless Legend instead of trick or treating...Just kidding obviously. What's true however is that we have released an exciting Halloween Mini Add-On for you. Here's what it includes:
  • Modding support, more info on this can be found HERE
  • A new side quest
  • A new Broken Lord hero and an item
  • Various bug fixes


RELEASE NOTES [1.0.12]

CHANGES AND ADDITIONS
  • Added the mod support
  • Added a new side quest unlocking a new Broken Lords' Hero and a new item
  • Reduced base XP gain per turn on Hero as Governor from 3 to 2 (now identical to XP gain on Hero as Leader)

IMPORTANT FIXES
  • Fixed an issue where the host receives an unskippable assert during a session
  • Fixed an issue where the player receives an assert message and remains stuck in combat after ending the targeting phase

OTHER FIXES
  • Fixed an issue where the AI does not take the Founder's Memorial improvement into account
  • Fixed an issue where the AI factions do not build Watchtowers
  • Fixed an issue where the village dust ray indicator from the quest "Too Many Chiefs" does not disappear when the quest is failed
  • Fixed an issue where custom factions with the "Make Trade Not War" trait were asked to declare war in a side quest
  • Fixed an issue where armour quest items were Tier 2 instead of Tier 4
  • Fixed an issue where quest items makes Tier 3 items obsolete (because effects are not always better)
  • Fixed an issue where the Ardent Mages main chapter 8 cannot be completed
  • Fixed an issue where the custom Cultists affinity factions without "Weapons of the Enemy" trait cannot raze captured cities
  • Fixed an issue with custom Vaulters improvements that could be build multiple times
  • Fixed an issue with the "Strength of the Vault" tech position when used in a custom faction
  • Fixed an issue where the technology allowing to explore again ruins does not reset the FX and 2D icon
  • Fixed an issue where some buildings show completion in 1 turn regardless their position in the queue
  • Fixed an issue where the minor factions can be assimilated in colonised regions even when never discovered
  • Fixed several text issues


Have fun!
ENDLESS™ Legend - Lt_Miles
http://i.imgur.com/J7RNWvD.jpg[/url]

Happy (early) Halloween everyone!

You all know how candies are bad for your teeth. Therefore, we think that it would be for your own good to stay home and play Endless Legend instead of trick or treating...Just kidding obviously. What's true however is that we have released an exciting Halloween Mini Add-On for you. Here's what it includes:
  • Modding support, more info on this can be found HERE
  • A new side quest
  • A new Broken Lord hero and an item
  • Various bug fixes


RELEASE NOTES [1.0.12]

CHANGES AND ADDITIONS
  • Added the mod support
  • Added a new side quest unlocking a new Broken Lords' Hero and a new item
  • Reduced base XP gain per turn on Hero as Governor from 3 to 2 (now identical to XP gain on Hero as Leader)

IMPORTANT FIXES
  • Fixed an issue where the host receives an unskippable assert during a session
  • Fixed an issue where the player receives an assert message and remains stuck in combat after ending the targeting phase

OTHER FIXES
  • Fixed an issue where the AI does not take the Founder's Memorial improvement into account
  • Fixed an issue where the AI factions do not build Watchtowers
  • Fixed an issue where the village dust ray indicator from the quest "Too Many Chiefs" does not disappear when the quest is failed
  • Fixed an issue where custom factions with the "Make Trade Not War" trait were asked to declare war in a side quest
  • Fixed an issue where armour quest items were Tier 2 instead of Tier 4
  • Fixed an issue where quest items makes Tier 3 items obsolete (because effects are not always better)
  • Fixed an issue where the Ardent Mages main chapter 8 cannot be completed
  • Fixed an issue where the custom Cultists affinity factions without "Weapons of the Enemy" trait cannot raze captured cities
  • Fixed an issue with custom Vaulters improvements that could be build multiple times
  • Fixed an issue with the "Strength of the Vault" tech position when used in a custom faction
  • Fixed an issue where the technology allowing to explore again ruins does not reset the FX and 2D icon
  • Fixed an issue where some buildings show completion in 1 turn regardless their position in the queue
  • Fixed an issue where the minor factions can be assimilated in colonised regions even when never discovered
  • Fixed several text issues


Have fun!
Dungeon of the ENDLESS™
need to know

What is it? A roguelike, tactical RPG, tower defense hybrid. Reviewed on: AMD Quad Core 3.3GHz, 16GB Ram, GeForce GTX 660 Ti PC Copy protection: Steam Price: $13/ 10 Release date: Out now Publisher: Amplitude Studios Developer: Amplitude Studios Multiplayer: Two-player cooperative Link: Official site

It's the eighth floor of Dungeon of the Endless, and with a full squad of four, well-equipped, level 6-7 characters, I have everything under control. I set up turrets next to the unpowered rooms where aliens could spawn whenever I open another door, securing a path between the crystal I need to protect and the elevator to the next floor. I send Sara Numas, a katana-wielding bounty hunter and the fastest character in the group, to open doors, then run back to the crystal room to fight off whatever I've unleashed with the rest of the group. By the time the aliens get past the defenses, they're weak, and we take them out easily.

Then, of course, it all goes to hell. In my defense, I had no idea that if I spent enough time on a floor, the aliens will eventually bust through closed doors all by themselves and stream out in great numbers, but Dungeon of the Endless teaches all of its important lessons this way. It's a cruel, but entertaining learning experience.

Its pause-at-any-time combat, desperate race to the finish, and strategies that forced me to cut off a limb to save the body reminded me of FTL, while its character upgrades, inventory, and squad management reminded of XCOM. And then there's the tower defense element, where each room has a set number of nodes where I could place turrets, healing units, and other useful gadgets.

Dungeon of the Endless pulls from many popular games and genres from the last couple of years, but what's wonderful about it is that all these elements come together to create something entirely new.

Hellevator

I start each run in an escape pod that crash lands on an alien planet. The only way out is up through 12 floors of an alien infested dungeon, and I have to bring the crystal with me to power my escape.

Each stage has two phases. First I have to find the elevator to the next floor, opening one door at a time. Each time I open a door there's a chance I'll find aliens that will immediately attack my squad, defenses, or the crystal. If my entire squad or the crystal goes down, it s game over. If I survive whatever happens after opening a door, I have infinite time to plan my next move.

Dust, a resource that makes the crystal more powerful, lets me provide power to rooms, which ensures aliens don't spawn there, and activates the room's major and minor module slots. Major modules are mostly for gathering resources: Industry, which I need to build anything, Science for researching upgrades, and Food to heal and level up heroes. Minor modules house different kinds of turrets.

I've seen all these turret types before in other tower defense games, but having a squad on the ground meaningfully recontextualizes that familiar gameplay. There are many different hero and module combinations to experiment with, and I'm much more invested in the characters I'm tower-defending because I customized them myself.

The zoomed out map view is especially useful in the later, bigger floors.

For example, I gave Elise Ness, a freelance demolitionist in a giant space suit, a big machine gun that deals a lot of damage. With a healing module and another that boosts her attacks, she can protect a room by herself from most threats.

I can heal heroes and activate up to two of their special abilities, but that's the full extent of direct combat controls. The trick is knowing what room to put the heroes in, and how to prepare those rooms in their favor. Once they're in there, they'll take care of the rest automatically.

The only way to get Dust is by finding it in new rooms, but there's always less Dust than there are rooms, ensuring that a wave of aliens can spawn whenever I open a door. After finding the elevator, it's time for the second phase. I need to bring the crystal and the heroes to the elevator, but picking the crystal up will cause large waves of aliens to spawn in every unpowered room, and unlike waves in the first phase, they won't stop coming until we re out of there, or dead. The most interesting choice at that point is what rooms to power up.

My favorite method was to explore a floor until I had enough Dust to power a path between the crystal and next elevator, build as many turrets as I could along the way, and hope they slowed the aliens enough so I could get to the elevator before they caught up with me.

Maximum capacity

It took me a couple of runs to realize that I couldn't just sprint through floors. Dungeon of the Endless' universe, which mixes space marines with walking skeletons and wooden chests, conveys a lot of dread with its dimly-lit but colorful, pixelated artstyle, and there are some really menacing aliens in the upper floors.

Opening a door doesn't only give me a chance to find the loot I need to deal with them, but counts as a turn which collects resources from whatever major modules I've built. Do I make a run for the elevator now, when I know I have a fair shot of getting there, or do I take a chance and open another door? There's a lot of equipment, research, and upgrades to choose from in Dungeon of the Endless, but the game hinges on the decision to open a door, or not, and it was loaded with tension every single time for the eight hours I played it. There's no loading a previous save. It's a commitment.

My crew that made it to the surface, guarding the precious crystal.

The other big question that kept me interested was if could make it to the top. It was challenging, and so far I've only been able to do it on the "too easy" mode, but once I did, I was pretty much done.

Floor layouts are randomly generated, and I was always curious to discover all the little visual details in each new room. There are also new heroes to earn, and different escape pods, which tweak some of the basic rules and starting conditions of a run (like ships in FTL). Still, once I've survived one alien-infested, sci-fi/fantasy hybrid space dungeon, I've kind of survived them all. The aliens have a lot of nasty surprises, but they didn't force me to change up my strategy once I found one that works.

It took me at least six tense hours to find that strategy, and for $13/ 10, I can definitely recommend taking a ride on that elevator. 

Dungeon of the ENDLESS™ - .Steph(✿◠‿◠)



Hi everyone,

We're happy to announce that Dungeon of the Endless has officially released. The [1.0.15] version is now available on Steam. You can purchase the Pixel Pack (11.99€) and Founder Pack (18.99€) here:

Thank you all very much for your support, awesome feedback during this Steam Early Access. We plan on supporting the game for a little while so stick with us. :)


Check out our trailer:

https://www.youtube.com/watch?v=qplvDyEQr1M


Here's a list of the main additions to this version (* those were not in the previous Branch version):
  • Multiplayer coop mode (with improvements*)
  • HD GUI option
  • New game screen (start, lift, finale…)
  • Journal (highscore, stats)
  • Album*
  • Secret backstories*
  • 3 new spaceships*
  • 6 new items with passive skill*
  • Balancing (heroes, mobs, spaceship, modules*)
  • Steam Achievements*
  • Steam Trading Cards / Badges / wallpapers / emoticons*
  • OST available in the game files*
  • And Mac version (Warning: no multiplayer cross-platform and heroes shortcuts are disabled)


Release Notes

If you were playing on the branch version, please make sure you opt out of this Beta and play on the regular version.

General
  • Added the multiplayer co-op mode, with up to 4 heroes
  • Added the last 2 floors and the “Jungle” environment
  • Added Journal panel with your local high scores and game statistics
  • Added the Album with unlockable pictures and captions about heroes, mobs and other secrets
  • Added backstories between heroes: find the good hero combinations to unlock secret dialogues and gameplay effects in the lift
  • Added more situational dialogues in game (door opening, repairing, crystal carrying etc.)
  • Added 3 new spaceships:
    • The Sanitary pod: Hard mode!
    • The Library pod (Dungeon Founder pack): Science / Module mode
    • The Refreezerator pod (Legend Founder pack): Lonely hero mode
  • Added 6 new items with passive skills
  • Added researches reset button in exchange of Science in Artefact panel
  • Improved projectiles and poison visual effects
  • Added music tracks (ship selection, lift and ending screen)
  • Added sound effects (door, ambiance, hero death jingle, dismiss, events, tactical map etc.)
  • Changed lighting system to improve performance (and solved the issue with black stripes visual artefact)
  • Improved normal map to enhance lighting surface
  • A lot of optimisations have been made in our animations and sprites system

Multiplayer
  • Added a chat in the start, transition (lift) and final screens
  • Differentiated in game chat from the log to improve visibility
  • Added a way to cancel typing text in chat: ESC to close chat or Ctrl + Delete to erase
  • Added a kick player button in the start screen
  • Added Steam friend invite feature

Steam
  • Added 25 achievements
  • Added 6 Steam Trading Cards
  • Added Steam badges and rewards (wallpapers / emoticons)
  • Added OST in the “Soundtrack” folder

Game Interface
  • Added HD GUI with bigger fonts (automatically activated on big resolution)
  • Improved the heroes and ship selection screen with 3D spaceships
  • Added a new victory screen with our rescued heroes
  • Improved loading screen
  • Improved game over screen
  • Improved the transition between floors
    • Floor progression is displayed
    • Heroes are now in a lift and randomly commenting on the situation (some lines are conditioned by events in the last floor, with the loss or recruitment of new heroes)
  • Globally improved the user interface
  • Improved the tutorial which is now interactive
  • Added Controls panel (in system menu) to display all the shortcuts
  • Improved the tactical map:
    • Press T or scroll up above any room close the tactical map with the camera at the same position than before the zoom out
    • Ctrl + click doesn't close the tactical map but power / unpower rooms
    • Added door steps to clarify the paths
  • Added animations on the Crystal (appearance, unplug, plug in, explode)
  • Added new icons and colours in the log
  • Improved exit button to finish the floor (and potentially abandon heroes!)
  • Improved green arrow of hero destination to be always visible
  • Improved Stele interaction: you can now open it without moving your hero
  • Changed Stele health bar colour
  • Added gold colour on skill unlock items description
  • Improved red pulse animation on the widget
  • Hero level is now displayed in green if you can level them up

Balancing
  • Tweaked heroes who are globally slightly more powerful:
    • Increased the power of most skills (in particular FIDS relative and heal skills)
    • Modified some skills to be more coherent with the heroes (Paramedic, Recycling, Red Plume, Bad Company)
    • Added / Modified skills to obtain more Dust (heroes with these skills: Golgy, Max, Mormish, Sara, Nanor, Hikensha)
    • Replaced Sara Duellist skill by Pickpocket
    • Tweaked heroes stats (increased in particular: Defence and Power of Hikensha; Defence of Deena, Golgy and Mizi; HP and power of Skroig; HP and defence of Warden and Joleri (a lot for her + reduced Dust penalty) and reduced Defence of Ken and Elise)
  • Gork is now unlocked by default instead of Opbot
  • Tweaked mobs (in particular reduced number of hard mobs and power of hunters, supporter and hydra)
  • Tweaked Spaceships:
    • Infirmary Pod:
      • Increased initial Industry and Food incomes
      • Reduced health cost
    • Drill Pod:
      • Increased artefacts in first floors
    • Armoury Pod:
      • Increased hero attack power
      • Increased items loot
  • Tweaked Modules:
    • Autodoc Shards: increased upgrade health regeneration, reduced industry cost (10->8)
    • Suppressive Firebot: increased power, reduced industry cost (9->8)
    • Dust Field Gen: increased upgrade defence, reduced industry cost (9->7)
    • Holohero: reduced industry cost (16->15)
    • Neurostun module: increased upgrade effect, increased industry cost (6->7)
    • Tear Gas: increased damage over time effect, reduced industry cost (9->7) and science cost, increased HP / Defence
    • Pepper Spray: reduced cooldown, increased duration of Troublemaker, reduced industry cost (16->12), increased speed of troubled mob
    • Viral Injector: increased duration and poison effect (a lot!)
    • KIP Cannon: increased Science bonus of first level and increased attack max of upgrades
  • Reduced rooms number (about 14%)
  • Tweaked too easy mode (slightly increased mobs power and Crystal defence)
  • Reduced research costs of production module first levels
  • Increased the amount of Artefacts (a bug reduced their number)
  • Increased the amount of Heroes (a bug reduced their number in first floors)
  • Increased the amount of Major slots
  • Increased Dust Factory loot
  • Added score modifiers on spaceships (20% for Infirmary and Armoury)

Bugfix
  • Fixed several graphical issues on all environments of the game
  • Fixed several animations (heroes and monsters)
  • Fixed several issues with the user interface and localisation
  • Fixed GUI HD option not saved
  • Fixed several issues with multiplayer mode
  • Fixed several issues with the tactical map
  • Fixed an issue with the unlock of spaceships
  • Fixed Door Opener mob and number of doors open issue


Enjoy and see you in a multiplayer game?

~Amplitude Studios
Dungeon of the ENDLESS™ - Steph(✿◠‿◠)



Hi everyone,

We're happy to announce that Dungeon of the Endless has officially released. The [1.0.15] version is now available on Steam. You can purchase the Pixel Pack (11.99€) and Founder Pack (18.99€) here:

Thank you all very much for your support, awesome feedback during this Steam Early Access. We plan on supporting the game for a little while so stick with us. :)


Check out our trailer:

https://www.youtube.com/watch?v=qplvDyEQr1M


Here's a list of the main additions to this version (* those were not in the previous Branch version):
  • Multiplayer coop mode (with improvements*)
  • HD GUI option
  • New game screen (start, lift, finale…)
  • Journal (highscore, stats)
  • Album*
  • Secret backstories*
  • 3 new spaceships*
  • 6 new items with passive skill*
  • Balancing (heroes, mobs, spaceship, modules*)
  • Steam Achievements*
  • Steam Trading Cards / Badges / wallpapers / emoticons*
  • OST available in the game files*
  • And Mac version (Warning: no multiplayer cross-platform and heroes shortcuts are disabled)


Release Notes

If you were playing on the branch version, please make sure you opt out of this Beta and play on the regular version.

General
  • Added the multiplayer co-op mode, with up to 4 heroes
  • Added the last 2 floors and the “Jungle” environment
  • Added Journal panel with your local high scores and game statistics
  • Added the Album with unlockable pictures and captions about heroes, mobs and other secrets
  • Added backstories between heroes: find the good hero combinations to unlock secret dialogues and gameplay effects in the lift
  • Added more situational dialogues in game (door opening, repairing, crystal carrying etc.)
  • Added 3 new spaceships:
    • The Sanitary pod: Hard mode!
    • The Library pod (Dungeon Founder pack): Science / Module mode
    • The Refreezerator pod (Legend Founder pack): Lonely hero mode
  • Added 6 new items with passive skills
  • Added researches reset button in exchange of Science in Artefact panel
  • Improved projectiles and poison visual effects
  • Added music tracks (ship selection, lift and ending screen)
  • Added sound effects (door, ambiance, hero death jingle, dismiss, events, tactical map etc.)
  • Changed lighting system to improve performance (and solved the issue with black stripes visual artefact)
  • Improved normal map to enhance lighting surface
  • A lot of optimisations have been made in our animations and sprites system

Multiplayer
  • Added a chat in the start, transition (lift) and final screens
  • Differentiated in game chat from the log to improve visibility
  • Added a way to cancel typing text in chat: ESC to close chat or Ctrl + Delete to erase
  • Added a kick player button in the start screen
  • Added Steam friend invite feature

Steam
  • Added 25 achievements
  • Added 6 Steam Trading Cards
  • Added Steam badges and rewards (wallpapers / emoticons)
  • Added OST in the “Soundtrack” folder

Game Interface
  • Added HD GUI with bigger fonts (automatically activated on big resolution)
  • Improved the heroes and ship selection screen with 3D spaceships
  • Added a new victory screen with our rescued heroes
  • Improved loading screen
  • Improved game over screen
  • Improved the transition between floors
    • Floor progression is displayed
    • Heroes are now in a lift and randomly commenting on the situation (some lines are conditioned by events in the last floor, with the loss or recruitment of new heroes)
  • Globally improved the user interface
  • Improved the tutorial which is now interactive
  • Added Controls panel (in system menu) to display all the shortcuts
  • Improved the tactical map:
    • Press T or scroll up above any room close the tactical map with the camera at the same position than before the zoom out
    • Ctrl + click doesn't close the tactical map but power / unpower rooms
    • Added door steps to clarify the paths
  • Added animations on the Crystal (appearance, unplug, plug in, explode)
  • Added new icons and colours in the log
  • Improved exit button to finish the floor (and potentially abandon heroes!)
  • Improved green arrow of hero destination to be always visible
  • Improved Stele interaction: you can now open it without moving your hero
  • Changed Stele health bar colour
  • Added gold colour on skill unlock items description
  • Improved red pulse animation on the widget
  • Hero level is now displayed in green if you can level them up

Balancing
  • Tweaked heroes who are globally slightly more powerful:
    • Increased the power of most skills (in particular FIDS relative and heal skills)
    • Modified some skills to be more coherent with the heroes (Paramedic, Recycling, Red Plume, Bad Company)
    • Added / Modified skills to obtain more Dust (heroes with these skills: Golgy, Max, Mormish, Sara, Nanor, Hikensha)
    • Replaced Sara Duellist skill by Pickpocket
    • Tweaked heroes stats (increased in particular: Defence and Power of Hikensha; Defence of Deena, Golgy and Mizi; HP and power of Skroig; HP and defence of Warden and Joleri (a lot for her + reduced Dust penalty) and reduced Defence of Ken and Elise)
  • Gork is now unlocked by default instead of Opbot
  • Tweaked mobs (in particular reduced number of hard mobs and power of hunters, supporter and hydra)
  • Tweaked Spaceships:
    • Infirmary Pod:
      • Increased initial Industry and Food incomes
      • Reduced health cost
    • Drill Pod:
      • Increased artefacts in first floors
    • Armoury Pod:
      • Increased hero attack power
      • Increased items loot
  • Tweaked Modules:
    • Autodoc Shards: increased upgrade health regeneration, reduced industry cost (10->8)
    • Suppressive Firebot: increased power, reduced industry cost (9->8)
    • Dust Field Gen: increased upgrade defence, reduced industry cost (9->7)
    • Holohero: reduced industry cost (16->15)
    • Neurostun module: increased upgrade effect, increased industry cost (6->7)
    • Tear Gas: increased damage over time effect, reduced industry cost (9->7) and science cost, increased HP / Defence
    • Pepper Spray: reduced cooldown, increased duration of Troublemaker, reduced industry cost (16->12), increased speed of troubled mob
    • Viral Injector: increased duration and poison effect (a lot!)
    • KIP Cannon: increased Science bonus of first level and increased attack max of upgrades
  • Reduced rooms number (about 14%)
  • Tweaked too easy mode (slightly increased mobs power and Crystal defence)
  • Reduced research costs of production module first levels
  • Increased the amount of Artefacts (a bug reduced their number)
  • Increased the amount of Heroes (a bug reduced their number in first floors)
  • Increased the amount of Major slots
  • Increased Dust Factory loot
  • Added score modifiers on spaceships (20% for Infirmary and Armoury)

Bugfix
  • Fixed several graphical issues on all environments of the game
  • Fixed several animations (heroes and monsters)
  • Fixed several issues with the user interface and localisation
  • Fixed GUI HD option not saved
  • Fixed several issues with multiplayer mode
  • Fixed several issues with the tactical map
  • Fixed an issue with the unlock of spaceships
  • Fixed Door Opener mob and number of doors open issue


Enjoy and see you in a multiplayer game?

~Amplitude Studios
Dungeon of the ENDLESS™ - Valve
Dungeon of the Endless is Now Available on Steam!

Dungeon of the Endless is a Rogue-Like Dungeon-Defense game, in which the player and their team of heroes must protect the generator of their crashed ship while exploring an ever-expanding dungeon, all while facing waves of monsters and special events as they try to find their way out...
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