It has been nearly a year since we launched Pit People on early access. This journey has been an incredible experience! We’ve built a better game thanks to all your feedback.
So here’s a spicy little situation: We’ve decided that our next big drop will be the FULL version of the game! Yes, it shall be complete! You'll be able to play through the story and find out what happens for everyone.
As we write this, we’re working on the last of the cinematics for the story campaign! This is the final push towards completing the game, alongside additional story quests and a new world map with bonus missions.
Since there’s so much involved with these last steps (VO, animation, level creation, music licensing, QA testing, etc), we’re not exactly sure when everything will line up for a full release date, but we’re shooting to release within the first few months of 2018.
Thank you again to all of the people who’ve been playing Pit People during early access and to everyone who has been sending us feedback. It has truly been invaluable and we can’t wait to share the conclusion of Pit People with you all!
It has been nearly a year since we launched Pit People on early access. This journey has been an incredible experience! We’ve built a better game thanks to all your feedback.
So here’s a spicy little situation: We’ve decided that our next big drop will be the FULL version of the game! Yes, it shall be complete! You'll be able to play through the story and find out what happens for everyone.
As we write this, we’re working on the last of the cinematics for the story campaign! This is the final push towards completing the game, alongside additional story quests and a new world map with bonus missions.
Since there’s so much involved with these last steps (VO, animation, level creation, music licensing, QA testing, etc), we’re not exactly sure when everything will line up for a full release date, but we’re shooting to release within the first few months of 2018.
Thank you again to all of the people who’ve been playing Pit People during early access and to everyone who has been sending us feedback. It has truly been invaluable and we can’t wait to share the conclusion of Pit People with you all!
Apparently people are not fans of getting lost, so we installed a GPS on your wagon. You will now see the way home on the worldmap at all times. ...Because wagons have GPS signals, everyone knows that.
For some new players, the costs of the initial expansions in their home felt too high, especially after spending all their gold on cages. Well, not anymore we hope!
We have more details about our hotfix below.
Changelist:
============= Design / Visual =============
Slowed the Octoclops spawn rate for Chog story quest (in solo)
Changed the team slot costs in the House (now costs 300 and 550 gold to unlock)
Home Icon in the world map has been added back in
============= Balance Changes =============
Small drop on flat damage of troll minis and snake minis
Small drop on flat status-chance-per-level that were granted
============= Programming =============
Added metrics tracking during battles where the player chooses to exit or restart
Fixed pillow throw animation
Added additional music track for streamer friendly setting
Double chance of getting colored, shaky, and wavy random names for gladiators.
Fixed crash when 2 local users started an online session on Xbox One.
In a couple of weeks we’ll return to release some release info!!!!!
Apparently people are not fans of getting lost, so we installed a GPS on your wagon. You will now see the way home on the worldmap at all times. ...Because wagons have GPS signals, everyone knows that.
For some new players, the costs of the initial expansions in their home felt too high, especially after spending all their gold on cages. Well, not anymore we hope!
We have more details about our hotfix below.
Changelist:
============= Design / Visual =============
Slowed the Octoclops spawn rate for Chog story quest (in solo)
Changed the team slot costs in the House (now costs 300 and 550 gold to unlock)
Home Icon in the world map has been added back in
============= Balance Changes =============
Small drop on flat damage of troll minis and snake minis
Small drop on flat status-chance-per-level that were granted
============= Programming =============
Added metrics tracking during battles where the player chooses to exit or restart
Fixed pillow throw animation
Added additional music track for streamer friendly setting
Double chance of getting colored, shaky, and wavy random names for gladiators.
Fixed crash when 2 local users started an online session on Xbox One.
In a couple of weeks we’ll return to release some release info!!!!!
Welcome to the Behemoth’s 9th Annual Halloween Contest! This year we’re looking for the most creative Behemoth character costumes and decorations that the community puts together for Halloween.
This is your opportunity to enter your costume for a chance to win one of the Pit People figurines (they aren't even up in our online store yet)! Or you could win a Pit People plush by doing decorations!
Get all the info on how to enter by going to our blog:
Welcome to the Behemoth’s 9th Annual Halloween Contest! This year we’re looking for the most creative Behemoth character costumes and decorations that the community puts together for Halloween.
This is your opportunity to enter your costume for a chance to win one of the Pit People figurines (they aren't even up in our online store yet)! Or you could win a Pit People plush by doing decorations!
Get all the info on how to enter by going to our blog:
We’re back with another update that really mixes some stuff up. An entirely new challenging mode, a rebalance of the entire game to go with the rework of the new leveling progression numbers, ability to do the co-op intro online, faster PVP rounds, language translations and more!
With the rebalance you’ll find that your fighters are dealing even more damage as they gain experience. All balance changes are retro-active meaning you do not have to worry about starting over or starting new characters in order to experience that - they’re all dynamically applied to what you already have!
Feel free to check out what we’ve changed in the list below, and as always - please leave us feedback about anything you find noteworthy.
As always, the main Story (although not included in this update) is being developed alongside all these improvements we have been releasing.
Here's the full change list:
==================== DESIGN ====================
All player characters receive a flat damage (in the cupcake’s case, healing) per level bonus. This change should feel more noticeable than before, and higher level player characters should feel more valuable than ever.
All enemies have been counter-balanced to better compensate for leveling changes. Please leave us feedback regarding difficulty level!
Permadeath is now an available option to players only when creating a new save. The choice will be irreversible for that save until that save is deleted. If any character (story character or not) on your team is killed beyond the first 3 intro levels, they are dead forever and cannot be brought back. Resurrection potions are disabled for permadeath players. Story cannot be continued if you have lost a required story character (unless you invite anyone who has that story character). The save is destroyed and immediately ends for any permadeath player that has no characters left in their house at all. If you run out and still have characters recruited below, those characters will be brought on to your active team and you may continue. Players who are non-permadeath will be allowed to play with players who are permadeath. Permadeath extends to all modes, including PVP and unfair challenge. You can spot permadeath players with the badge next to their name. Currently, permadeath does not grant bonus rewards nor does it have achievements associated. It is primarily designed for the desired pressure. Achievements are planned on being introduced later, reward boosts are not. Insane difficulty and standard difficulty are freely toggled just like always.
Players can now play the introduction in online co-op. If one player has further progression in the introduction, the other player will join them at that spot.
Streamer Options added. Stream-friendly music can be toggled in place of any music that may not be. Subtitle toggle option cloned into this section for convenience.
PVP still normalizes levels after looking at each level of all fighters. The flat damage per level that is added will be applied to all characters fighting according to whatever level they've been normalized at. If you notice power shifts in your character from match to match, this is intended and directly due to temporary recruit level normalization. TL;DR: Sometimes everyone is level 9 if recruits average out to that, or sometimes everyone is level 74 if most recruits average out to that. That's why you may notice your damage fluctuating between matches in PVP.
PVP maximum turn timer has been reduced to 45 seconds.
Increased bet time for spectator.
How to Play section now accessible from Survival Guide
Pineapple, Baby Shark, M80s, What Did You Say, damage, crit chance,
Safety First Sword, damage, explosion chance
Safety Last Sword, damage
Sun Sword, damage
Pirate’s Rapier, removed from market
Helmetite Sword, tradeoff changed
Birch Blade, tradeoff changed
Dentures, tradeoff changed
Chess Club, Max count brought down by 1
Bright Ideas, elemental effect added
Double Uzis, damage
Crispotron 5000, damage, accuracy
Baseball, item-specific stun chance removed
All thrown items gain small stun chance
Tesla Special, weight, explosion chance
Golden Blast, no longer sharp projectile vs. Vampiress
==================== OTHER ====================
Post-game Screen added for any concluded Unfair or PVP battles.
Obituary Screen for lost Permadeath fighters
New fighter names added
New unlocks (weapons, helmets, shields, creature stuff) added
New encounter maps added for both PVP and worldmap. Some existing ones adjusted
Audio added for Emissary when completing tasks.
Turn-phase animation tweaked
============== CODE ==============
Added support for mouse interactions with survival guide
Added support for using mouse click to activate ghost partner team in house
Added support for using mouse click for sell, give/trade, and scroll items in house
Fixed bugs with scrolling menus
Improved recognizing Steam controller
A few more button prompts were added in house
Save Steamer-Friendly music setting.
Discovered gold and bonus gold are shown separately when returning to city
In some multi-part battles, stats for enemy fighters carry over to the last battle's results
Fixed some bugs related to tentacle animations in Chog battle
Fixed bugs related to losing items when dying
Fixed bugs when equipping items in the house
Improved AI pathing toward multi-hex targetable units
Save slots can be selected and deleted even if you can't choose them to join the current game
Client wagon stops when accepting a quest
Fixed bugs related to trading fighters equipped with throwing axes
Gifting a fighter from the spoils list gives 85 gold for equipment when recipient has max count
Fixed various bugs related to trading
When accepting a quest if one player makes a choice and the other waits for the timer to expire, the first player's choice is used rather than auto-choosing "no"
Fixed bug when displaying low healing numbers
Added a filter to remove special characters from player names and chat messages
Camera zoom isn't overridden as often in battles
Allow comm icons when playing with a ghost partner team
Terrain resistances are considered when showing target icons in battle
In trade-only mode, improved trading fighters with equipment at max count
When giving or trading a fighter, player is told when some equipment cannot be given
Show ghost partner team prompt when a single player is on the right side of the house
We’re back with another update that really mixes some stuff up. An entirely new challenging mode, a rebalance of the entire game to go with the rework of the new leveling progression numbers, ability to do the co-op intro online, faster PVP rounds, language translations and more!
With the rebalance you’ll find that your fighters are dealing even more damage as they gain experience. All balance changes are retro-active meaning you do not have to worry about starting over or starting new characters in order to experience that - they’re all dynamically applied to what you already have!
Feel free to check out what we’ve changed in the list below, and as always - please leave us feedback about anything you find noteworthy.
As always, the main Story (although not included in this update) is being developed alongside all these improvements we have been releasing.
Here's the full change list:
==================== DESIGN ====================
All player characters receive a flat damage (in the cupcake’s case, healing) per level bonus. This change should feel more noticeable than before, and higher level player characters should feel more valuable than ever.
All enemies have been counter-balanced to better compensate for leveling changes. Please leave us feedback regarding difficulty level!
Permadeath is now an available option to players only when creating a new save. The choice will be irreversible for that save until that save is deleted. If any character (story character or not) on your team is killed beyond the first 3 intro levels, they are dead forever and cannot be brought back. Resurrection potions are disabled for permadeath players. Story cannot be continued if you have lost a required story character (unless you invite anyone who has that story character). The save is destroyed and immediately ends for any permadeath player that has no characters left in their house at all. If you run out and still have characters recruited below, those characters will be brought on to your active team and you may continue. Players who are non-permadeath will be allowed to play with players who are permadeath. Permadeath extends to all modes, including PVP and unfair challenge. You can spot permadeath players with the badge next to their name. Currently, permadeath does not grant bonus rewards nor does it have achievements associated. It is primarily designed for the desired pressure. Achievements are planned on being introduced later, reward boosts are not. Insane difficulty and standard difficulty are freely toggled just like always.
Players can now play the introduction in online co-op. If one player has further progression in the introduction, the other player will join them at that spot.
Streamer Options added. Stream-friendly music can be toggled in place of any music that may not be. Subtitle toggle option cloned into this section for convenience.
PVP still normalizes levels after looking at each level of all fighters. The flat damage per level that is added will be applied to all characters fighting according to whatever level they've been normalized at. If you notice power shifts in your character from match to match, this is intended and directly due to temporary recruit level normalization. TL;DR: Sometimes everyone is level 9 if recruits average out to that, or sometimes everyone is level 74 if most recruits average out to that. That's why you may notice your damage fluctuating between matches in PVP.
PVP maximum turn timer has been reduced to 45 seconds.
Increased bet time for spectator.
How to Play section now accessible from Survival Guide
Pineapple, Baby Shark, M80s, What Did You Say, damage, crit chance,
Safety First Sword, damage, explosion chance
Safety Last Sword, damage
Sun Sword, damage
Pirate’s Rapier, removed from market
Helmetite Sword, tradeoff changed
Birch Blade, tradeoff changed
Dentures, tradeoff changed
Chess Club, Max count brought down by 1
Bright Ideas, elemental effect added
Double Uzis, damage
Crispotron 5000, damage, accuracy
Baseball, item-specific stun chance removed
All thrown items gain small stun chance
Tesla Special, weight, explosion chance
Golden Blast, no longer sharp projectile vs. Vampiress
==================== OTHER ====================
Post-game Screen added for any concluded Unfair or PVP battles.
Obituary Screen for lost Permadeath fighters
New fighter names added
New unlocks (weapons, helmets, shields, creature stuff) added
New encounter maps added for both PVP and worldmap. Some existing ones adjusted
Audio added for Emissary when completing tasks.
Turn-phase animation tweaked
============== CODE ==============
Added support for mouse interactions with survival guide
Added support for using mouse click to activate ghost partner team in house
Added support for using mouse click for sell, give/trade, and scroll items in house
Fixed bugs with scrolling menus
Improved recognizing Steam controller
A few more button prompts were added in house
Save Steamer-Friendly music setting.
Discovered gold and bonus gold are shown separately when returning to city
In some multi-part battles, stats for enemy fighters carry over to the last battle's results
Fixed some bugs related to tentacle animations in Chog battle
Fixed bugs related to losing items when dying
Fixed bugs when equipping items in the house
Improved AI pathing toward multi-hex targetable units
Save slots can be selected and deleted even if you can't choose them to join the current game
Client wagon stops when accepting a quest
Fixed bugs related to trading fighters equipped with throwing axes
Gifting a fighter from the spoils list gives 85 gold for equipment when recipient has max count
Fixed various bugs related to trading
When accepting a quest if one player makes a choice and the other waits for the timer to expire, the first player's choice is used rather than auto-choosing "no"
Fixed bug when displaying low healing numbers
Added a filter to remove special characters from player names and chat messages
Camera zoom isn't overridden as often in battles
Allow comm icons when playing with a ghost partner team
Terrain resistances are considered when showing target icons in battle
In trade-only mode, improved trading fighters with equipment at max count
When giving or trading a fighter, player is told when some equipment cannot be given
Show ghost partner team prompt when a single player is on the right side of the house