Apr 19, 2019
Volcanoids - Rich


The time has come! The time to pack our 3 PCs along with 27 monitors, leave our cozy apartments and move into a real office.

And this was only possible thanks to you. Thanks to all the support, feedback and love you've been showing this project since the very beginning. We are boundlessly humbled and forever grateful. Thank you!

Office Tour







Help Us Decorate!

Share your creations with us in the Artwork Section or in our Discord Server and we'll use them as decoration for all the empty walls we have down here.

We already put up some of the awesome creations you guys shared with us. So keep them coming and help us give these bland walls some style!



Thanks again for making this possible!

~ Volcanoids Dev Team
Apr 15, 2019
Volcanoids - Rich


We released a new update fixing a lot of critical bugs that snuck their way into the game in the Gear Up Update such as "enemy drillships kidnapping player" and so on.

With the fixes, we also added a new feature! If you couldn't tell from the thumbnail, from now on you can destroy just the drill of an enemy drillship to take its ability to go underground.

But remember that COGs can do the same to your drillship as well. The drill can be repaired with the repair tool just like any other module or device.

Fixes
  • Player no longer gets kidnapped by COG drillships
  • COG Research drillships have turret ammo and turrets shoot at the player
  • The ghost stone in Area 1
  • Drillships bring new COGs with bigger delay
  • Several typos and errors in texts
  • Bug where stolen drillships from COGs can't reach the Volcano cave

Get Development Updates

Be the first one to know when Volcanoids receives an update by joining the Volcanoids Discord server and following @Volcanoids on Twitter.

Big thanks to anyone that helped us track down these bugs!

https://store.steampowered.com/app/951440/Volcanoids/
Apr 4, 2019
Volcanoids - Rich


Volcanoids is setting a course towards a new update. This time we would like to try something new and release Developer Updates when we have something to tell or show you not just because the calendar said so. When we were working on the "Gear up Update", there were a few Developer Updates that basically said “we are testing” and that's something we'd like to change.

There's a clue for the next update's big feature hidden in the title and picture. Can you guess what is?

Let us know what you think about the changes and what the big feature is going to be in the comments below!

BUG BOUNTY

To all bug hunters! There is a new bounty for BUG 002: COG Drillships Kidnapping Players



REWARD

20$ Gift card sent to a Steam account owned by the bug hunter

RULES & INFO

We know this bug is in the game and that it is happening quite a lot. What we do not know is what exactly needs to happen before this bug happens. The bug hunter needs to find out the exact steps that lead to triggering the bug and be the first one to share this info with a developer that successfully reproduces the bug based on the description. Be warned, saves do not help as the bug fixes itself on reload!

If you catch this bug or have any valuable info, please contact fregy_cz on Steam by adding him to friends and send a message, or through Discord in direct messages to Tomas #9155

Thank you and happy hunting!
Mar 28, 2019
Volcanoids - Rich


https://youtu.be/npaotIhlhao

It’s time to gear up and take out everything standing in your quest of reclaiming your lost home! The armory has been upgraded with a lot of new gear on both sides. The submarine crew has granted access to new weapons, while COGs got many new technology items. You will discover all of it on your path of freeing the island from the evil mechanical race.

Before starting the journey, decide how difficult your path will be. If this is your first quest for silencing the volcano, choose easy or normal. Both contain guidance from the Captain, informing you in the beginning and then always being there if needed. For all the Drillship veterans, the challenge of hard difficulty lays ahead of you. If accepted, prepare for tough fights for resources and territory control. No longer is the first drillship served to you. Instead, attack directly from submarine and hunt down a drillship of your choice.

Drillships systems became more demanding on precise engineering, and one sample of COG technology is not enough anymore. Instead, you need to hunt, steel or scavenge technology anywhere you can. Without that, it’s not possible to upgrade the ship and advance to further areas. Take abandoned tech in villages or directly attack COG surface missions to raid their drillships or hunt down the crew.

Those are all the latest news from the Adranos island. Now report to the Captain for debriefing and good luck on your journey!

Full changelog can be found here: https://steamcommunity.com/app/951440/discussions/0/1770385542769004727/

Get Development Updates

Be the first one to know when Volcanoids receives an update by joining the Volcanoids Discord server and following @Volcanoids on Twitter.


https://store.steampowered.com/app/951440/Volcanoids/
Mar 21, 2019
Volcanoids - Rich


COGs became even smarter and more difficult lately, which is good on one side, but it would be nice to stand a chance against them. A lot of improvements were done on player detection. Even to a point where attacking a drillship will attract attention and COGs will chase the intruder that tries to sabotage their surface mission. On top of that, missed shots that went past a COG or too much noise also reveal your position. Medkits will become your number one friend.

PREVIEW BRANCH

As the release is getting closer, we are going to frequently update the preview branch. If you would like to help us with polishing the final build, please feel free to join. Post any feedback or bug reports in this public thread. New builds will be announced in this thread with the following changelog of what is new in the current build. Please feel free to subscribe to the channel to get a notification each time a new message is added. Just a reminder, preview branch is a testing version of the new update available for anyone that already owns the game.



IMPROVEMENTS

Each playtesting round, we come up with many new things that need to be tweaked or balanced. Since this update is heavily focused on combat, we need to ensure players have access to all needed equipment and that the difficulty raises gradually with progression on the map. This includes balancing the loot drops and costs of items. Player should always have a chance to fall back, recover and advance again until reaching the goal.



DEVELOPMENT RECAP OF 1.17

This update turned out to be a long development marathon. We really got to set a better plan for the next update to ensure it won't overflow so much. What was supposed to be a simple improvement of the research system and weapons turned into a complete upgrade of almost all parts in the game. With 1.17 you will get new weapons, specialized drillships, many new items, difficulty settings, new quest system, countless drillship improvements and much more. The changelog is already a few pages long.





NEXT STEPS

We are going to continue polishing the final 1.17 build, together with the Volcanoids community. The quest line will need to be changed a bit, as we adjusted some of the upgrade recipes based on the community feedback. Still, the game can be played from start to finish already, so if you are already familiar with the features and would like to try the new version, jump right into the preview branch.
Mar 14, 2019
Volcanoids - Rich


Testing, bug fixing and game polishing is running on 100%. The same applies for all sorts of balancing and value adjustments based on gameplay experience. Community testers and us are constantly going through the game writing down notes about bugs or things that could be improved. In this phase we should have the final build for 1.17 ready within a week or so. If nothing major shows up you will soon have the new update. Now let's talk about the development from this past week.

BALANCING CHARTS

Even though it might sound boring, tons of balancing charts were created to make sure gameplay progression moves forward and every item has its place. All is being implemented and tested immediately in new builds.

The main focus was at COG drillships, their equipment, interior devices and loot randomly generated in storage. This is one of the new features, where drillships will have something new every single time you visit one. The loot is still based on the drillship specialization, but the variety of possible items is much wider.



ENEMY DRILLSHIPS AND CREWS

A lot of thought went into drillship crew and their distribution around the island. In general, COGs got a lot smarter and specialized. So next time you storm a drillship, make sure you know what type it is and who might be hanging around. Refinery COGs are deadly up close, but easy to take out in open field. Also, it is beneficial to wait until all crew members leave the drillship and walk towards their locations before trying to attack. Chances of survival will rise greatly.

Fun fact: you can use COG drillships to produce items, your drillship isn't capable of producing yet. So feel free to produce some of the extra ammunition in case you're running low.



QUEST SYSTEM

Quests are completed for Area 1 now, and we keep testing them in every aspect possible. Ondrej did a very good job on this since many extra actions that players had to do in the old system were removed.

New quest log and system allowing you to repeat certain quests is a new addition from this week. And since it is up to player now, whether to do quests or not, you can help yourself with a little hint from the Captain whenever you get lost. Also, the difficulty selection screen finally got new art.



NEXT STEPS

Simply test, report, fix, rinse and repeat until the game is in good shape. All the new features will be available on the Preview Branch within a few days. We'll post an announcement in the Steam Discussions as well as in our Discord so keep an eye on that if you'd like to give it an early try.

Alright we gotta get back to testing now, so hope you like the progress that was made this week and thanks for reading!
Mar 7, 2019
Volcanoids - Rich


Hey everyone!

Art assets are finally done, and we are slowly going towards a more specific update release date. All major features are implemented and we can finally move into proper testing and bug fixing period. We would like to thank to everyone trying out the preview branch and sending us feedback with bug reports, suggestions and ideas. It gave us a nice list of things that we can focus on.



FINAL ICONS

All the placeholder icons got their proper look. All the COG heads, new components, ammunition and intel components finally look like objects from the game. It took a lot longer than planned, as real models had to be done in order to keep the visuals and light effects consistent. Almost everything you see are the new items that come with the new research system. Once the preview branch gets updated, you'll get a chance to check it out yourself.



QUESTS

Ondrej continues the work on quests and has almost all the tasks done. They are way more dynamic and much better at adjusting to your actions. An example would be a production task, that allows you to use both production and refinery stations as soon as you can produce needed items. We are really looking forward to seeing what you think about the new system, and how it influences the learning curve for new players.



CHANGES

Since it’s more than a month since the release and we would like to give you the new update as soon as possible, we decided to postpone some of the art assets for later updates. Specifically the new COG character models, that would require at least two extra weeks just for art. And another week would have to be dedicated to implementation and optimizations. The work already done on the models did not go to waste tho, as we could use them to make the dead COG icons. For now, the 1.17 will use different emissive color to distinguish the COG tier types. Please keep in mind that it’s just placeholder solution for now. It was a difficult decision to make, but we don’t want to prolong the 1.17 production any longer and want to move into the testing phase.



NEXT STEPS

As mentioned at the beginning of the announcement, testing and bug fixing phase has started. Once the bug list we got from you guys is dealt with, we will keep playing the game over and over to polish the gameplay. Each time the preview branch is updated, we will let you know in Steam Forums or on our Discord.

Thank you for being patient with us throughout the following weeks. We really appreciate it, and we hope you will find the new update worth the wait.
Feb 28, 2019
Volcanoids - Rich


This week was dedicated to art assets, minor testing, and quest system. A lot of time was spent on finding references and getting the correct feel for the visuals. Models, texturing and animating followed, which was basically going on until today.

On the technical side of the game, Ondrej completely redid the quest system and is now wiring up the quests one by one. Each time a larger amount of features gets implemented, we'll update the preview branch so you can test them out.

ART ASSETS

When designing the weapons, we tried to combine new designs with old feeling to it. It was a lot of fun, especially with the hand mortar. It's inspired by old hand cannons and new reload systems on today's mortars.

Something similar was done with the Gatling gun, which in this form is usually seen mounted on top of a carriage. A lot might change once hands are added, as they will most likely visually block a large part of the weapon.

We also paid a lot of attention to the ammunition and tried to come up with different visual styles that fit the purpose each ammo type has.



WEAPONS IMPLEMENTATION

Another iteration of guns was done, but it's not the final one. The main goal was to have functional guns in the game to enhance the gameplay and make the destruction of enemy drillships easier.

There is still a lot of work to be done on animations and better visual of the models. Also, the hands are missing. We are very well aware of this and our plan is to hire a professional freelancer to redesign the guns based on today's industry standards. We'll keep you updated on that.



PREVIEW BRANCH

Preview branch was finally updated and anyone interested can check out the work-in-progress version of the upcoming update. There are still many unfinished things, bugs, and placeholders. So please give it a try only if you are interested in seeing what's new and if you want to report bugs/give us feedback.

We mentioned this in the previous Developer Update but will repeat it again as the branch was finally updated: to get access to preview branch and all the info about it please join our Discord and join the testers in #role-assignment channel. You will get instant access to the changelog and other info about the build.

Few of the beginning quests are already implemented and we fixed the critical issues, so players that would like to test can do so right away.



NEXT STEPS

The quest system has been fully updated and we are now redoing all the quests that were in the game as well as making new ones since there is a lot of new stuff that needs to be covered. Those new weapons and ammo types will need new GUI icons so that's also planned.

And that's it for today! If you don't want to miss smaller updates and sneak peeks that we post throughout the week consider following our social media:

Twitter: https://twitter.com/volcanoids
Discord: https://discord.gg/volcanoids
Facebook: https://www.facebook.com/Volcanoids/

Enjoy the rest of your week!
Feb 21, 2019
Volcanoids - Rich


First round of testing for the new update was done, and we got a lot of valuable feedback from the closed-testing group. The biggest input was, that we need to work more on the quest structure and help screens that would explain all the new features and content. So while a lot of balancing and minor adjustments were made, we started working on a new quest system and many support features. This is also one of the main reasons, why the build was not released on the Preview branch yet. But don’t worry, we will get there.

COG DRILLSHIP LOCATIONS

Based on gameplay testing, players were not motivated to travel around the map and visit different parts of the areas. To make the game more interesting, certain areas now spawn only specific COG drillship types that carry a large amount of components. This together with a random selection of drillships creates interesting scenarios, where players look for drillships and make decisions whether it’s worth to attack or find some other chance to get the needed items. All drillships carry components, but only the specialized always carry the most. So there should always be a way to move forward.



HELP SCREEN

To give players a chance to discover things on their own, and make tutorial quests less directive, a new type of help screen will be added. Each time player crosses something new, an info page will be available to explain details about a feature, enemy drillship or tip on how to automate specific production tasks. The screen will be available for all difficulties and we hope it will help with uncovering all parts of the game, that were unknown until now.



QUESTS AND TUTORIAL ADJUSTMENTS

A lot of work this past week was done in written text and tables, so we don’t have too many exciting pictures to show. Still, we would like to share with you the development of the quest tree and quest structure based on difficulty.

The tech tree is constantly going through iterations, as we try to find a good balance between building and combat. In the previous game, the player could stay in one spot and keep building without the need to leave the area. Current quest tree is combined from combat and production tasks that go together, uncovering the new gameplay progression.



A lot of players don't like that the tutorial quests tell them everything in such detail. On the following example, you can see how quest complexity will be affected by difficulty settings. Where on hard difficulty some quests won't be visible at all or will tell player only the general information. However, Easy difficulty still covers all steps to complete the quest.



BETTER STORYLINE

The Volcanoids story "before" and "after" is set already, but there is still a lot of space in between. With the new quests, we are also setting up story anchors, that will work as a foundation for a storyline reflected in quests and connecting them together in a coherent way. For example, the Hard difficulty will get just and only quests connected with the story, while Normal and Easy will still have extra tutorial quests to help out with learning the game mechanics.

NEXT STEPS

We will continue testing and balancing the game build together with the quest line. We're sorry that the Preview branch is not ready yet, but it didn't feel right to release it since so many things changed so rapidly. Once the quests are up to date, the game build will go to the Preview branch. The art assets did not move forward too much. Still, once the system is in place and the game is playable, it will not take long to add in the pretty stuff.

Thanks for reading! As always if you have any questions, let us know in the comments below or on our social media.

Have a great weekend everyone!
Feb 14, 2019
Volcanoids - Rich


The work on 1.17 is progressing and we will soon start testing a functional build with the Volcanoids closed-testing group. Almost all parts of the game reflect the new progression and research system. There were a lot of changes and adjustments to improve the gameplay. It should bring more unique moments and wider decision making based on available options at specific moments.

DIFFICULTY LEVELS

First implementation of difficulty levels has been done, and the hard settings brings especially interesting challenges. Players will have to advance on their own and hunt down the first drillship by themselves. This may take some time since the drillship has to be tracked down and the crew must be defeated, all before the eruption happens. So it's possible that the submarine becomes your home base for a little longer than just a few minutes at the start of the game.



While playing on hard, there's no “island safe zone” (area 1) anymore and COG units (colored cones) can welcome you right when you step foot on the island.



SPECIALIZED ENEMY DRILLSHIPS

Each area has now randomly selected COG drillships that are specialized in a certain field. You can distinguish the types based on logo markers and COG units running in the area. Each type has its items and technology players can get to upgrade their own drillship.

Player's progression will often depend on what kind of enemy drillship spawns nearby and how much exploration the player does to get the needed tech.



Every new game and after each eruption, a variety of COG drillships surface on different landing sites. The picture below shows the same area once occupied by Research, Military and Refinery units, while next time it is mainly populated by Production units. The cones with different colors mark positions of COG units, while the cylinder marks a surfaced drillship.



TECH TREES

To give you a better idea of how the tech tree progress, see the following concept showing progression from the beginning to the late game.

There are now multiple ways of how to obtain upgrades and intel components. You can either search scraps on the island surface, attack patrolling COG units or directly attack a COG drillship. Some strategies can get you forward faster than others. We are still working with a lot of placeholder items and visuals tho. Right now it is all about setting the technical part of the game.



The same concept applies to all the Island areas, and each COG drillship carries new items and units. Players will have to seek and attack drillships that contain items that they need to move further on the map. Especially the movement upgrades now play an important role, as they can be produced only after obtaining damaged parts from COG drillships.



DESTROYED DRILLSHIPS

From now on, players will have to hunt down and completely destroy COG drillships to get the essential upgrade parts. These parts are crucial for upgrading the player drillship and advance towards new island areas. It is important to note, that only some drillships have the required upgrades. Players will have to inspect the drillship first, before taking the time and destroying it completely.


NEXT STEPS

We will keep testing, bug fixing and balancing the current build. We still need to do the art assets, and also the whole tutorial quest line needs to be updated. Once the build is stable, we will make the test build available for further testing in the “preview” branch, available to anyone that owns the game.

If you are interested and want to be notified once the preview branch is ready, join our Discord and join testers in the #role-assignment channel. You will get access to change logs and other info about the build. Please keep in mind that it can still contain bugs and placeholder objects, so please join only if you want to help us find bugs and polish the build before it goes public.

Thanks for reading! As always if you have any questions, suggestions or ideas drop them on our social media or in the comments below.
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