Catacomb Kids - FourbitFriday
The Anticropolis

I mean wow guys, for real.

Welcome to your new snowy wonderland: The Anticropolis. Once the underside of Abys' floating fortress before it fell to become The Catacombs, the Anticropolis is now locked in an everlasting, magical cold. Within, you will find undead that roam freely, and grumbul hunters whose excursions have brought them far from their comforts in the Upper Dungeon. Many fun new deaths await in the frigid depths, including but not limited to: being swallowed whole, crushed by giant icicles, spat upon by ghosts, and torn apart by winged beasts while caught in a bear trap and desperately fumbling for a potion. With it being so cold in the Anticropolis, you'll also have to keep an eye on your temperature to make sure you don't suffer from frostbite: Keep dry, dress warmly, and seek fire.

Wayward Kids

But it's not all bad in the snowy deep; with new enemies also come new allies in the form of other wayward Kids that you can find and form alliances with (after doing them a favor, of course). These Kids are a very early version of what they'll become, with the hope being that you'll eventually be able to to forge relationships with them over the course of a run and encounter individuals multiple times as you both descend and grow stronger. But that's something for later.

For now, they just want stuff (and are very formidable opponents, should you incur their wrath).

Bows and Arrows

You'll also find bows, a new type of weapon, and the first that exists apart from the five weapon archetypes. Bows are great ranged weapons that allow you to strike from afar, but their ammo is limited and precious, requiring you to retrieve your arrows after each fight. Once your arrows are exhausted, you may find yourself ill-equipped to handle the trials of more close-quarters combat.

Bows don’t have any weapon skills of their own like the other weapon types, but they do synergize with both the Focus Strike and Trajectory boons.

What's Next?
Now for a disclaimer: This might be obvious, but this release doesn't mean the Anticropolis is done. Far from it: this is the first version of the AC, with much, much more to come. With feedback from players, it will evolve into something even better. Notably missing in this build are transition stages unique to the Anticropolis. I've already started work on them but they were proving problematic and would delay this release even further had I pursued them to completion, so I've simply excluded them for now. There are also several more enemies and environmental features I have plans to implement, as well as a new boss creature (or two?). Anyway my point is: This is just the beginning.

I've learned a lot of things over the past several months of working on the Anticropolis -- things that I hope to employ going forward to help make the game progress faster, so that another months-long absence of updates doesn't happen again.

The first of these is: Hiring people helps LOADS. I have previously mentioned that I brought on one (1) John Sandoval to help lighten the animation workload on me, and subsequently he did most of the animation on many of the new enemies you'll be seeing in the Anticropolis. And gosh, as much as I love doing animation and pixel art that was a huge load off my shoulders. So this is the part where I implore you to spread the word about Catacomb Kids, since my hiring of people is still contingent upon paying them. I would love to bring on another coder and continue to employ the skills of John.

Another thing I've learned is: If I want to work on ~Secret Stuff~, I have to be economical about it. The Anticropolis' delays were ultimately caused by my failure to spread the work out evenly across prior updates, leaving an utterly massive amount of work to be done with little groundwork laid. When I look at how long it took to get the Upper Dungeon to where it is, and realize I expected to make another 60-70% of that amount of content again for the Anticropolis release, it's no wonder my projected timeline for the area was overly optimistic.

To help mitigate that from happening again, I'm going to be starting work on the Deep Dark immediately, even though I don't anticipate it to be released for at least as long as it took for the AC to come together (the better part of this past year). Even if the going on the Deep Dark is slow, the hope is that by the time I'm wrapping up the AC and ready to dive into the DD, work on the area will already be well underway.

For now though, while I continue work on The Anticropolis my next major goals will be implementing meta progression -- that is, the game progression outside of individual runs -- and the next class, which will be focused around Intelligence.

Thank you all for your immense patience, and I hope you stick around for even more fun in the future!

Tyriq P. <3
Catacomb Kids - FourbitFriday
The Anticropolis

I mean wow guys, for real.

Welcome to your new snowy wonderland: The Anticropolis. Once the underside of Abys' floating fortress before it fell to become The Catacombs, the Anticropolis is now locked in an everlasting, magical cold. Within, you will find undead that roam freely, and grumbul hunters whose excursions have brought them far from their comforts in the Upper Dungeon. Many fun new deaths await in the frigid depths, including but not limited to: being swallowed whole, crushed by giant icicles, spat upon by ghosts, and torn apart by winged beasts while caught in a bear trap and desperately fumbling for a potion. With it being so cold in the Anticropolis, you'll also have to keep an eye on your temperature to make sure you don't suffer from frostbite: Keep dry, dress warmly, and seek fire.

Wayward Kids

But it's not all bad in the snowy deep; with new enemies also come new allies in the form of other wayward Kids that you can find and form alliances with (after doing them a favor, of course). These Kids are a very early version of what they'll become, with the hope being that you'll eventually be able to to forge relationships with them over the course of a run and encounter individuals multiple times as you both descend and grow stronger. But that's something for later.

For now, they just want stuff (and are very formidable opponents, should you incur their wrath).

Bows and Arrows

You'll also find bows, a new type of weapon, and the first that exists apart from the five weapon archetypes. Bows are great ranged weapons that allow you to strike from afar, but their ammo is limited and precious, requiring you to retrieve your arrows after each fight. Once your arrows are exhausted, you may find yourself ill-equipped to handle the trials of more close-quarters combat.

Bows don’t have any weapon skills of their own like the other weapon types, but they do synergize with both the Focus Strike and Trajectory boons.

What's Next?
Now for a disclaimer: This might be obvious, but this release doesn't mean the Anticropolis is done. Far from it: this is the first version of the AC, with much, much more to come. With feedback from players, it will evolve into something even better. Notably missing in this build are transition stages unique to the Anticropolis. I've already started work on them but they were proving problematic and would delay this release even further had I pursued them to completion, so I've simply excluded them for now. There are also several more enemies and environmental features I have plans to implement, as well as a new boss creature (or two?). Anyway my point is: This is just the beginning.

I've learned a lot of things over the past several months of working on the Anticropolis -- things that I hope to employ going forward to help make the game progress faster, so that another months-long absence of updates doesn't happen again.

The first of these is: Hiring people helps LOADS. I have previously mentioned that I brought on one (1) John Sandoval to help lighten the animation workload on me, and subsequently he did most of the animation on many of the new enemies you'll be seeing in the Anticropolis. And gosh, as much as I love doing animation and pixel art that was a huge load off my shoulders. So this is the part where I implore you to spread the word about Catacomb Kids, since my hiring of people is still contingent upon paying them. I would love to bring on another coder and continue to employ the skills of John.

Another thing I've learned is: If I want to work on ~Secret Stuff~, I have to be economical about it. The Anticropolis' delays were ultimately caused by my failure to spread the work out evenly across prior updates, leaving an utterly massive amount of work to be done with little groundwork laid. When I look at how long it took to get the Upper Dungeon to where it is, and realize I expected to make another 60-70% of that amount of content again for the Anticropolis release, it's no wonder my projected timeline for the area was overly optimistic.

To help mitigate that from happening again, I'm going to be starting work on the Deep Dark immediately, even though I don't anticipate it to be released for at least as long as it took for the AC to come together (the better part of this past year). Even if the going on the Deep Dark is slow, the hope is that by the time I'm wrapping up the AC and ready to dive into the DD, work on the area will already be well underway.

For now though, while I continue work on The Anticropolis my next major goals will be implementing meta progression -- that is, the game progression outside of individual runs -- and the next class, which will be focused around Intelligence.

Thank you all for your immense patience, and I hope you stick around for even more fun in the future!

Tyriq P. <3
Jul 3, 2016
Catacomb Kids - FourbitFriday
More bug fixes, including the changes from 0.0.16b now on Linux and Mac.

Fixes Daily Run doesn't reset the next day after a failure More fixes for gamepad/keyboard inputs Crash when blocking attacks Map sometimes fails to draw Crash when stomping on Ogo or Grumbul Turrets Two players can pick up the same object simultaneously Charred corpses not labeled as such Changes Discovered teleport traps, doors, passages, and the ghost now appear on the map Break breaks barrels Flaming barrels burn their contents Rottenness of food separated from burnedness of food
Jul 3, 2016
Catacomb Kids - FourbitFriday
More bug fixes, including the changes from 0.0.16b now on Linux and Mac.

Fixes Daily Run doesn't reset the next day after a failure More fixes for gamepad/keyboard inputs Crash when blocking attacks Map sometimes fails to draw Crash when stomping on Ogo or Grumbul Turrets Two players can pick up the same object simultaneously Charred corpses not labeled as such Changes Discovered teleport traps, doors, passages, and the ghost now appear on the map Break breaks barrels Flaming barrels burn their contents Rottenness of food separated from burnedness of food
Jun 27, 2016
Catacomb Kids - FourbitFriday
Bugfixes! Only on Windows for now, but Mac and Linux should be coming along in a few days. I'm out of town at the moment and not in the most build-ready circumstances.

Fixes Humanoid corpses' heads crash like mad Crash when fighting AI in vs mode Sound effects from Player 1's split screen inaudible when above Player 2 in co-op Cannot redefine Player 2's gamepad controls Some fixes for gamepad/keyboard inputs failing for various dialog boxes and menus Controllers rumble even when not in use 'Nevermind' on Pipes does nothing Changes Added action indicator to ui for ghost form in co-op Made orb and learning points indicator in co-op look less ugly and dumb Added message for using pipes with nothing to drop
Jun 27, 2016
Catacomb Kids - FourbitFriday
Bugfixes! Only on Windows for now, but Mac and Linux should be coming along in a few days. I'm out of town at the moment and not in the most build-ready circumstances.

Fixes Humanoid corpses' heads crash like mad Crash when fighting AI in vs mode Sound effects from Player 1's split screen inaudible when above Player 2 in co-op Cannot redefine Player 2's gamepad controls Some fixes for gamepad/keyboard inputs failing for various dialog boxes and menus Controllers rumble even when not in use 'Nevermind' on Pipes does nothing Changes Added action indicator to ui for ghost form in co-op Made orb and learning points indicator in co-op look less ugly and dumb Added message for using pipes with nothing to drop
Catacomb Kids - FourbitFriday
Co-op is finally here!

In Co-op, players still only share a single orb of leveling (I figure having two players alone is a pretty big advantage even without them both being properly leveled). I may change this in the future but I wanted to see how it would feel for a first pass.

When a player dies they become a ghost, able to fly around and absorb the corpses of enemies in order to return to life. The higher your level was when you died, the more corpses you'll need to absorb before reviving. As a ghost, you can also spend some of your absorbed corpses to pick up and drag around items, lending a helping hand to your still-living partner.

There may need to be some performance improvements but for now it should be (fingers crossed) pretty functional!

Anticropolis still isn't quite done yet but I've finally managed to work myself out of the slump I was in, so it should be coming along without much further delay after this.

Also in this build are barrels, which can hold items (and enemies), and pipes that you can use to send items to a later floor for collecting.

Full changelog below:

Fixes Enemies never pick up weapons Making undead followers pick up weapons rarely works "Loot" menu can be brought up for gorhound corpses Using lanterns interrupts rolls Kicking locked doors spams the failure message Other stuff too, I'm sure New Stuff Co-Op! New Main Menu Pipes for sending items between floors Barrels Corn Kernels One new meal effect Changes Significantly decreased steal-range of reciprocity Can force a pilfer by manually grabbing while rolling past enemies, even if the chosen equipment slot is already taken Can plant objects in enemies' pockets with manual pilfer Replaced Heal with Air Dash for grumbul assassins Removed Air Dash from skeletal spearmen Reduced Haste charges for Undead Warriors Changes to Versus Mode menu Replaced Heal and Regenerate in Versus mode with Cure and Raise Dead Added pathfinding to Versus Mode AI Changed how potatoes are cooked Next Build TO-DO Leaderboards, Anticropolis???

PS: Ignore the "0.0.16 (DEV)" business in the versioning. It doesn't mean anything except that neither Stevie nor I could be bothered to spend another 5+ hours rebuilding the game to fix what's essentially a typo after we noticed it.
Catacomb Kids - FourbitFriday
Co-op is finally here!

In Co-op, players still only share a single orb of leveling (I figure having two players alone is a pretty big advantage even without them both being properly leveled). I may change this in the future but I wanted to see how it would feel for a first pass.

When a player dies they become a ghost, able to fly around and absorb the corpses of enemies in order to return to life. The higher your level was when you died, the more corpses you'll need to absorb before reviving. As a ghost, you can also spend some of your absorbed corpses to pick up and drag around items, lending a helping hand to your still-living partner.

There may need to be some performance improvements but for now it should be (fingers crossed) pretty functional!

Anticropolis still isn't quite done yet but I've finally managed to work myself out of the slump I was in, so it should be coming along without much further delay after this.

Also in this build are barrels, which can hold items (and enemies), and pipes that you can use to send items to a later floor for collecting.

Full changelog below:

Fixes Enemies never pick up weapons Making undead followers pick up weapons rarely works "Loot" menu can be brought up for gorhound corpses Using lanterns interrupts rolls Kicking locked doors spams the failure message Other stuff too, I'm sure New Stuff Co-Op! New Main Menu Pipes for sending items between floors Barrels Corn Kernels One new meal effect Changes Significantly decreased steal-range of reciprocity Can force a pilfer by manually grabbing while rolling past enemies, even if the chosen equipment slot is already taken Can plant objects in enemies' pockets with manual pilfer Replaced Heal with Air Dash for grumbul assassins Removed Air Dash from skeletal spearmen Reduced Haste charges for Undead Warriors Changes to Versus Mode menu Replaced Heal and Regenerate in Versus mode with Cure and Raise Dead Added pathfinding to Versus Mode AI Changed how potatoes are cooked Next Build TO-DO Leaderboards, Anticropolis???

PS: Ignore the "0.0.16 (DEV)" business in the versioning. It doesn't mean anything except that neither Stevie nor I could be bothered to spend another 5+ hours rebuilding the game to fix what's essentially a typo after we noticed it.
May 13, 2016
Catacomb Kids - FourbitFriday
H'okay!

Unfortunately still no Anticropolis yet, but it's getting close. Co-op is very nearly done, so regardless of whether or not The Anticropolis comes out with the next update, co-op will likely be in for sure.

In the meantime, this build introduces many balance changes, including some alterations to the damage calculation formula to make both enemies and players: less likely to deal 0s and less likely to wham for 8-10+ damage in a single hit. I've also consolidated the Heal and regenerate spells into a single, less healing-oriented (but hopefully more interesting to use) Cure spell, with Heal and Regenerate being made its Overload and Trance, respectively. Overall, the result should be that being struck is less of an immediate death sentence but bears more of a long-term cost, with damage numbers being more consistent and healing being rarer.

Additionally, where before your maximum spell charges would increase by simply leveling up MAG, they now only increase once at MAG level 3, and apply to all spells both known and yet-unknown. Some changes to the way charge stars work for Overload and Trance should hopefully make those abilities a bit more fun to use as well.

In any case, there's a bunch of other changes, and some bug fixes that should make this build a bit less volatile. Guess you'll just have to read the changelog or play to find them out!

Fixes Changing window focus while looting doesn't pause the game Fixed(?) crash from humanoids attacking with missing weapons Roll sound plays continuously when looking down with lanterns Unarmed kick (dagger skill 1) doesn't work properly Soul- weapons' dark bolt strikes miss frequently First attack after Taunt doesn't always activate the power strike Salting food doesn't actually do anything Sticks continue to burn even in water Fixed(?) Impossible trap rooms Fixed several memory leaks Some optimizations Fixed wall-grumbuls Bottles filled with water while held are drawn incorrectly Voices of humanoid enemies wrongly positioned upon death New Stuff New Wizard Throw overload Added unstable effects for: Wizard Throw Haste Slow Frost Bolt Vampirism Poison Blob New Spell: Cure Removed Heal and Regenerate as individual spells Changes Changed how Charge Stars work for Overload and Trance Stars are now shared among all overloads/trances, rather than being spent per-spell Changed how damage and defense are calculated Fewer 0s and fewer unexpectedly high hits Changed ladder sprites Added focus strike abilities to Pounce, Downward Thrust, and Rolling Blade +1 MIN STR instead of +1 STR at level 3 Max spell charges are now gained only at MAG level 3 Max spell charge increase applies to all spells, known and unknown Unstable teleport is more consistently unstable Taunt and Focus strike attacks win weapon clashes Added different effects when pouncing with different slime balls Changed rules of Soul-weapons Increased range of unstable shadow cloak Made Health and Regeneration potions rarer Enemies use potions sooner in fights Boiling Potions can be carried for longer before boiling away Critical strikes made visible with a green streak Poison damage now stacks when applied multiple times Changed the Grumbul meal effect Changed input of Flourish to match Heavy Bat and Dagger Storm Improved range, knockback, and stun of Heavy Bat Changed input for tier 3 Axe / Hammer neutral air to double-tap attack Increased knockback on focus strike uppersmash Removed Flourish from spears Made byat spawn holes more visible Soups now heal for 1 by default Added two more ways to cook food Smoldering foods char much faster Shopkeepers now have classes and are smarter about catching thieves Reduced default charge amount for several spells Increased delay on enemies using weapon skills Pursuing foes lose you slightly more easily Next Build TO-DO Leaderboards, Co-op, Anticropolis???
May 13, 2016
Catacomb Kids - FourbitFriday
H'okay!

Unfortunately still no Anticropolis yet, but it's getting close. Co-op is very nearly done, so regardless of whether or not The Anticropolis comes out with the next update, co-op will likely be in for sure.

In the meantime, this build introduces many balance changes, including some alterations to the damage calculation formula to make both enemies and players: less likely to deal 0s and less likely to wham for 8-10+ damage in a single hit. I've also consolidated the Heal and regenerate spells into a single, less healing-oriented (but hopefully more interesting to use) Cure spell, with Heal and Regenerate being made its Overload and Trance, respectively. Overall, the result should be that being struck is less of an immediate death sentence but bears more of a long-term cost, with damage numbers being more consistent and healing being rarer.

Additionally, where before your maximum spell charges would increase by simply leveling up MAG, they now only increase once at MAG level 3, and apply to all spells both known and yet-unknown. Some changes to the way charge stars work for Overload and Trance should hopefully make those abilities a bit more fun to use as well.

In any case, there's a bunch of other changes, and some bug fixes that should make this build a bit less volatile. Guess you'll just have to read the changelog or play to find them out!

Fixes Changing window focus while looting doesn't pause the game Fixed(?) crash from humanoids attacking with missing weapons Roll sound plays continuously when looking down with lanterns Unarmed kick (dagger skill 1) doesn't work properly Soul- weapons' dark bolt strikes miss frequently First attack after Taunt doesn't always activate the power strike Salting food doesn't actually do anything Sticks continue to burn even in water Fixed(?) Impossible trap rooms Fixed several memory leaks Some optimizations Fixed wall-grumbuls Bottles filled with water while held are drawn incorrectly Voices of humanoid enemies wrongly positioned upon death New Stuff New Wizard Throw overload Added unstable effects for: Wizard Throw Haste Slow Frost Bolt Vampirism Poison Blob New Spell: Cure Removed Heal and Regenerate as individual spells Changes Changed how Charge Stars work for Overload and Trance Stars are now shared among all overloads/trances, rather than being spent per-spell Changed how damage and defense are calculated Fewer 0s and fewer unexpectedly high hits Changed ladder sprites Added focus strike abilities to Pounce, Downward Thrust, and Rolling Blade +1 MIN STR instead of +1 STR at level 3 Max spell charges are now gained only at MAG level 3 Max spell charge increase applies to all spells, known and unknown Unstable teleport is more consistently unstable Taunt and Focus strike attacks win weapon clashes Added different effects when pouncing with different slime balls Changed rules of Soul-weapons Increased range of unstable shadow cloak Made Health and Regeneration potions rarer Enemies use potions sooner in fights Boiling Potions can be carried for longer before boiling away Critical strikes made visible with a green streak Poison damage now stacks when applied multiple times Changed the Grumbul meal effect Changed input of Flourish to match Heavy Bat and Dagger Storm Improved range, knockback, and stun of Heavy Bat Changed input for tier 3 Axe / Hammer neutral air to double-tap attack Increased knockback on focus strike uppersmash Removed Flourish from spears Made byat spawn holes more visible Soups now heal for 1 by default Added two more ways to cook food Smoldering foods char much faster Shopkeepers now have classes and are smarter about catching thieves Reduced default charge amount for several spells Increased delay on enemies using weapon skills Pursuing foes lose you slightly more easily Next Build TO-DO Leaderboards, Co-op, Anticropolis???
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