Feb 9, 2016
Infinium Strike - Steven
Read the HTML formatted version HERE.

Wow, the last few weeks have been a whirlwind of activity for the entire Codex Worlds team! First, we would like to say “THANK YOU!” to everyone who organized, volunteered, and attended PAX South in San Antonio this past weekend.

Our visionary Creative Director, Dexter Chow, and brilliant Concept Artist, Chris Rogers, did a phenomenal job manning the Infinium Strike booth throughout the weekend. We would also like to extend a special thanks to our friends and partners at Stride PR for their outstanding ability to get Infinium Strike seen and heard in a sea of competition.

Who am I? My name is Steven. You will be hearing a lot from me in the coming months. I am your connection to the rest of the Codex Worlds team. I love to hear from all of our followers, players, and fans, so please engage with us on our social media pages, community forums, or Steam discussion boards.

Everyone has been hard at work over the past several weeks polishing gameplay, implementing player feedback, and preparing Infinium Strike for launch. If you haven’t seen the new Pre-Launch Trailer yet, check it out on YouTube.

Curious about some of the new tweaks and additions we have made? Here’s the shortlist:
  • Added new gameplay settings
  • - Enable permanent health bars
  • - Advanced camera - does not snap to turret bank when changing quadrants
  • - Enable permanent sector boundary lines
  • Tactical map now shows an icon for 25 seconds when a turret is evaporated
  • Tactical map now has a quadrant danger indicator
  • Quadrant buttons at the upper right hand corner of the UI now display color coded warning indicators progressing from yellow to orange to red based on the amount of damage taken
  • Complete overhaul, tweaks, and bug fixes for controllers
We have been overwhelmed lately by the amount of positive feedback Infinium Strike has received after PAX South in the press and on social media. Here are some of our favorites:

“This may be the key to invigorating the Tower Defense genre…” ~ Escapist Magazine

“If blowing up the Wrog is wrong, I don’t want to be right…” ~ Without the Sarcasm

“Infinium Strike, however, is gorgeous, intense, and robust. It plays more like an arcade space shooter than a tower defense game, and requires some quick thinking and planning to master.” ~ MMOHuts

A true gem of #PAXSouth was the space tower defense @InfiniumStrike, pushing the genre to new frontiers. ~ Twitter, @OnRPG

Saw #InfiniumStrike at #PAXSouth. Their two displays were showing a dazzling dance of death streaming out from supercharged turrets. ~ Twitter, @stevenli42

I'm ready for the invasion, the Wrog won't know what hit them. Excited to play #InfiniumStrike at #PAXSouth ~ Twitter, @QuantumQuasi

As always, the entire team at Codex Worlds thanks you for your continued support in our quest to deliver you the most exciting gameplay experience possible! Terran Space Force Command, over and out.

Steven Pattison
http://community.codexworlds.com/

Feb 9, 2016
Infinium Strike - Steven
Read the HTML formatted version HERE.

Wow, the last few weeks have been a whirlwind of activity for the entire Codex Worlds team! First, we would like to say “THANK YOU!” to everyone who organized, volunteered, and attended PAX South in San Antonio this past weekend.

Our visionary Creative Director, Dexter Chow, and brilliant Concept Artist, Chris Rogers, did a phenomenal job manning the Infinium Strike booth throughout the weekend. We would also like to extend a special thanks to our friends and partners at Stride PR for their outstanding ability to get Infinium Strike seen and heard in a sea of competition.

Who am I? My name is Steven. You will be hearing a lot from me in the coming months. I am your connection to the rest of the Codex Worlds team. I love to hear from all of our followers, players, and fans, so please engage with us on our social media pages, community forums, or Steam discussion boards.

Everyone has been hard at work over the past several weeks polishing gameplay, implementing player feedback, and preparing Infinium Strike for launch. If you haven’t seen the new Pre-Launch Trailer yet, check it out on YouTube.

Curious about some of the new tweaks and additions we have made? Here’s the shortlist:
  • Added new gameplay settings
  • - Enable permanent health bars
  • - Advanced camera - does not snap to turret bank when changing quadrants
  • - Enable permanent sector boundary lines
  • Tactical map now shows an icon for 25 seconds when a turret is evaporated
  • Tactical map now has a quadrant danger indicator
  • Quadrant buttons at the upper right hand corner of the UI now display color coded warning indicators progressing from yellow to orange to red based on the amount of damage taken
  • Complete overhaul, tweaks, and bug fixes for controllers
We have been overwhelmed lately by the amount of positive feedback Infinium Strike has received after PAX South in the press and on social media. Here are some of our favorites:

“This may be the key to invigorating the Tower Defense genre…” ~ Escapist Magazine

“If blowing up the Wrog is wrong, I don’t want to be right…” ~ Without the Sarcasm

“Infinium Strike, however, is gorgeous, intense, and robust. It plays more like an arcade space shooter than a tower defense game, and requires some quick thinking and planning to master.” ~ MMOHuts

A true gem of #PAXSouth was the space tower defense @InfiniumStrike, pushing the genre to new frontiers. ~ Twitter, @OnRPG

Saw #InfiniumStrike at #PAXSouth. Their two displays were showing a dazzling dance of death streaming out from supercharged turrets. ~ Twitter, @stevenli42

I'm ready for the invasion, the Wrog won't know what hit them. Excited to play #InfiniumStrike at #PAXSouth ~ Twitter, @QuantumQuasi

As always, the entire team at Codex Worlds thanks you for your continued support in our quest to deliver you the most exciting gameplay experience possible! Terran Space Force Command, over and out.

Steven Pattison
http://community.codexworlds.com/

Empyrion - Galactic Survival - EmpyrionGame
Dear Survivalists,

Only six months ago, we released the first version (Pre-Alpha) of "Empyrion - Galactic Survival" on Steam Early Access. Since then, the game and its community have grown by leaps and bounds, thanks to your feedback and your engagement. On behalf of the whole team, THANKS A LOT FOR YOUR SUPPORT!

The progress we made in this very early stage of Empyrion's life cycle has been primarily dedicated to implementing new game mechanics, use-test cases and early prototypes - but also for gathering feedback, piling up ideas for later refinement, feature details and maybe even completely new feature suggestions. As of today, we’d like to call this a “Mission accomplished”!

It is time to make another step forward. Ignition sequence started, way points are set and we are accelerating towards a new milestone: the ALPHA Release of Empyrion!

Just for clarification: the Alpha period is meant to serve as a dedicated stage of refining the features we added in Pre-Alpha (and of course adding shiny new ones). The upcoming Alpha version is still far away of a being a feature complete or even finished version! Bugs will happen and we count on you to hunt them down together with us!

Concerning the upcoming Alpha content, without giving away too much spoilers and because we plan to do more in-detail updates, blogs and videos as soon as the features are “implementation ready”, we’d like to lift the cover a bit: Plants on planets will get small and big company, new players will find help if needed (tutorial), buildings will not look and behave the same and energy in its various forms of possible appearance will become a more versatile thing to work with and to profit from.

These hedged descriptions only cover some of the bigger feature updates, we are currently working on. We will have more major milestones at hand - as well as a slew of convenience upgrades that will make your playtime more rewarding and an even greater experience.

Watch out for the upcoming dev blogs, pictures and videos released on this topic the next days and weeks!

Today, other than teasing you with tiny chunks of information, we’d like to show you a small glimpse of the new forest biome that will be introduced in the Alpha:







And here is a short video of a battle scene on the forest planet:
https://youtu.be/1bMfTCBDgGk

Don’t forget: even when the Alpha gets released in a few weeks, this won’t stop us from adding more features and refined mechanics in this development cycle. Concept works for an overhaul of several other central game features, scheduled for one of the upcoming development stages of the Alpha, are nearly finished.

Stay tuned for more updates concerning the Alpha release

Empyrion Dev Team
Empyrion - Galactic Survival - EmpyrionGame
Dear Survivalists,

Only six months ago, we released the first version (Pre-Alpha) of "Empyrion - Galactic Survival" on Steam Early Access. Since then, the game and its community have grown by leaps and bounds, thanks to your feedback and your engagement. On behalf of the whole team, THANKS A LOT FOR YOUR SUPPORT!

The progress we made in this very early stage of Empyrion's life cycle has been primarily dedicated to implementing new game mechanics, use-test cases and early prototypes - but also for gathering feedback, piling up ideas for later refinement, feature details and maybe even completely new feature suggestions. As of today, we’d like to call this a “Mission accomplished”!

It is time to make another step forward. Ignition sequence started, way points are set and we are accelerating towards a new milestone: the ALPHA Release of Empyrion!

Just for clarification: the Alpha period is meant to serve as a dedicated stage of refining the features we added in Pre-Alpha (and of course adding shiny new ones). The upcoming Alpha version is still far away of a being a feature complete or even finished version! Bugs will happen and we count on you to hunt them down together with us!

Concerning the upcoming Alpha content, without giving away too much spoilers and because we plan to do more in-detail updates, blogs and videos as soon as the features are “implementation ready”, we’d like to lift the cover a bit: Plants on planets will get small and big company, new players will find help if needed (tutorial), buildings will not look and behave the same and energy in its various forms of possible appearance will become a more versatile thing to work with and to profit from.

These hedged descriptions only cover some of the bigger feature updates, we are currently working on. We will have more major milestones at hand - as well as a slew of convenience upgrades that will make your playtime more rewarding and an even greater experience.

Watch out for the upcoming dev blogs, pictures and videos released on this topic the next days and weeks!

Today, other than teasing you with tiny chunks of information, we’d like to show you a small glimpse of the new forest biome that will be introduced in the Alpha:







And here is a short video of a battle scene on the forest planet:
https://youtu.be/1bMfTCBDgGk

Don’t forget: even when the Alpha gets released in a few weeks, this won’t stop us from adding more features and refined mechanics in this development cycle. Concept works for an overhaul of several other central game features, scheduled for one of the upcoming development stages of the Alpha, are nearly finished.

Stay tuned for more updates concerning the Alpha release

Empyrion Dev Team
Feb 9, 2016
Portal Knights - PK_CM505
Over the next few days, we're going to give you a sneaky little insight into the character creation and classes in Portal Knights. Before you head out on your adventure, you're going to need a hero, right? Today, we're kicking things off with character creation...

What will you name him/her?
What will they look like?
Which class will you choose?

Throw us your answers in the comments!

Character Creation Video
Feb 9, 2016
Portal Knights - apounder505
Over the next few days, we're going to give you a sneaky little insight into the character creation and classes in Portal Knights. Before you head out on your adventure, you're going to need a hero, right? Today, we're kicking things off with character creation...

What will you name him/her?
What will they look like?
Which class will you choose?

Throw us your answers in the comments!

Character Creation Video
Flying Tigers: Shadows Over China - StrontiumCop
Today we've made Steam Trading Cards available for everyone!

In addition, three high-end aviation art wallpapers have been released on the game's official website, motifs include the American-built P-51D (flying nationalist China insignia) and the Japanese amphibious fighter A6M2-N "Rufe". Grab them from: www.AirCombatAction.com

Trading cards and wallpaper teaser video, after the jump:

https://www.youtube.com/watch?v=8pFTrESYXak
Flying Tigers: Shadows Over China - Arabeorn
Today we've made Steam Trading Cards available for everyone!

In addition, three high-end aviation art wallpapers have been released on the game's official website, motifs include the American-built P-51D (flying nationalist China insignia) and the Japanese amphibious fighter A6M2-N "Rufe". Grab them from: www.AirCombatAction.com

Trading cards and wallpaper teaser video, after the jump:

https://www.youtube.com/watch?v=8pFTrESYXak
Steamroll - Anticto
Dear community,

From today we have the beta version available on Steam. It is the complete game, with many improvements compared to the current default version: the final level, more animations, sounds, optimisations, achievements, rankings, etc. But it hasn't been tested much so we don't want to set it as the default for everybody yet.

If you are one of those brave souls and want to test it, you can enable it following these steps:
- Go to your steam library and locate Steamroll in the list
- Right-click with your mouse on the list and select "Properties" from the popup menu.
- In the new window, go to the "Betas" tab.
- In the drop-down menu you should have the option to select the beta version.
- Close the properties window and wait for the game to update.

If you want go back to the main version, you can just follow the same procedure and unselect the beta version.

Warning: the beta version only supports English at the time of writing this announcement, any other language will show mixed messages. This will change soon and more languages will appear.

Leave us any feedback as usual. We are getting close to the completion of the project but we still have time for improvements!

Thanks!

The Steamroll Team
Steamroll - Anticto
Dear community,

From today we have the beta version available on Steam. It is the complete game, with many improvements compared to the current default version: the final level, more animations, sounds, optimisations, achievements, rankings, etc. But it hasn't been tested much so we don't want to set it as the default for everybody yet.

If you are one of those brave souls and want to test it, you can enable it following these steps:
- Go to your steam library and locate Steamroll in the list
- Right-click with your mouse on the list and select "Properties" from the popup menu.
- In the new window, go to the "Betas" tab.
- In the drop-down menu you should have the option to select the beta version.
- Close the properties window and wait for the game to update.

If you want go back to the main version, you can just follow the same procedure and unselect the beta version.

Warning: the beta version only supports English at the time of writing this announcement, any other language will show mixed messages. This will change soon and more languages will appear.

Leave us any feedback as usual. We are getting close to the completion of the project but we still have time for improvements!

Thanks!

The Steamroll Team
...