I think we all remember the first time a Scavenger killed us. Anyone who played Redux saw this scene too many times! In this remake the Scavengers are far more brutal and much more terrifying!
Grave Prosperity was the title that popularized the sometimes over the top and wacky death scenes in my games. Because of that, this remake will be taking what the original started to the next level! No monster is safe, and neither are you!
Hey there! I hope everybody out there is doing well. It's finally time for another update... This time our main focus is.. you guessed it!
51 Achievements have been added!
I spent a large portion of this week personally play testing and making sure all these achievements pop off when necessary, which isn't as easy or fun as it might sound. But then again this actually was fun, and it was really great to be able to dive back into work on STLD again. These were such a long time coming and I hope you guys enjoy !
That's right, the game now looks a heck of a lot smoother. Thanks to some great guidance and advice from Matt Lucas at Esperware interactive, the game now performs at a better rate, the camera scrolling code has been improved and redesigned and all in game weapons are slightly faster! woot.
The Magic Charm is now a permanent item!
I had always planned to do this but only as of late designed a way to make it work in game. The Magic Charm now becomes an Artifact, which basically means that once you dig it up and discover it will always be in Amber's inventory!
In future rounds if the player goes back to dig at that same spot where the Charm used to be you will discover a brand new item I've just added in this update called the Power Bar . Well 2 of them actually..
Power Bars are consumables that instantly give Amber 3 PWR orbs (the things she uses to break zombie attacks and perform special attacks of her own with the melee weapons)
As a little side not these bars don't count against the play as "Aids used" when they are graded at the end of the round. Just a heads up!
Inventory not as cluttering as before.
Because keys discovered aren't actually usable items, they have been removed from the inventory cycle, so now there is less the player needs to look through when messing around down in the corner of the screen. Rest assured she still has the Keys and they work the same when interacting with the environment. And, I'm going to re-add the keys in a different spot on the interface in a later update.
Enemies now flash to indicate they've been damaged and show critical hit text.
I'm often trying to see what works or what can be tweaked to improve the visual gameplay, I really like the way the damage flash effect looks in some games ( SOTN had something similar ) but there are many others. Anyway there's been a few changes made to STLD in that regard.
I think that's about it for now guys, I'll likely be tackling the SLOTS feature next and maybe some more inquisitor animations to get that guy ready for action.
Hey there! I hope everybody out there is doing well. It's finally time for another update... This time our main focus is.. you guessed it!
51 Achievements have been added!
I spent a large portion of this week personally play testing and making sure all these achievements pop off when necessary, which isn't as easy or fun as it might sound. But then again this actually was fun, and it was really great to be able to dive back into work on STLD again. These were such a long time coming and I hope you guys enjoy !
That's right, the game now looks a heck of a lot smoother. Thanks to some great guidance and advice from Matt Lucas at Esperware interactive, the game now performs at a better rate, the camera scrolling code has been improved and redesigned and all in game weapons are slightly faster! woot.
The Magic Charm is now a permanent item!
I had always planned to do this but only as of late designed a way to make it work in game. The Magic Charm now becomes an Artifact, which basically means that once you dig it up and discover it will always be in Amber's inventory!
In future rounds if the player goes back to dig at that same spot where the Charm used to be you will discover a brand new item I've just added in this update called the Power Bar . Well 2 of them actually..
Power Bars are consumables that instantly give Amber 3 PWR orbs (the things she uses to break zombie attacks and perform special attacks of her own with the melee weapons)
As a little side not these bars don't count against the play as "Aids used" when they are graded at the end of the round. Just a heads up!
Inventory not as cluttering as before.
Because keys discovered aren't actually usable items, they have been removed from the inventory cycle, so now there is less the player needs to look through when messing around down in the corner of the screen. Rest assured she still has the Keys and they work the same when interacting with the environment. And, I'm going to re-add the keys in a different spot on the interface in a later update.
Enemies now flash to indicate they've been damaged and show critical hit text.
I'm often trying to see what works or what can be tweaked to improve the visual gameplay, I really like the way the damage flash effect looks in some games ( SOTN had something similar ) but there are many others. Anyway there's been a few changes made to STLD in that regard.
I think that's about it for now guys, I'll likely be tackling the SLOTS feature next and maybe some more inquisitor animations to get that guy ready for action.
Many months took place as we fine tuned and rolled up our final human models. A thorough research was made, along with dedicated community historians which agreed to help us, to try and find accurate references to make the best results. The models have been progressively made since November 2016. We’d like to now share with you the experiments that have been made with coats, now that we are moving onto the winter weather. Coats are especially difficult to animate, but we can overcome this problem with effort and fine tuning. The hardest part is to convey the folds and cloth appearance correctly, in such a way that the model still looks convincing when crouched or physically deformed from its initial position. Our artists made sculptures to study the forms and be able to make more realistic models. You may have seen some of the first iteration of finished models in the screens from previous weeks’ blogs, more refined ones will follow soon.
Now for some historical notes about the renders. The first soldier is a German officer with M36/40 greatcoat - look at the pistol holster on his belt. The second is a German SS squad leader with a late M42 greatcoat (look at the enlarged collar) with M38 camo blouse. In other words this variant would be seen on spring and autumn seasons of the Late War. The third is also squad leader with MP-40 pouches and a holster with a self-made winter camo cover. In fact, the germans had problems with winter camouflage and had to adapt their uniforms for the winter landscapes during the Early War, for this purpose they often covered themselves with white cloth sheets.
The last screenshot shown above is merely an experiment. We’re planning to invest time in making proper mountain warfare. This brings a whole set of challenges. Cliffs and rock formations are in the works, and careful evaluation to give soldiers the ability to climb them. Rock-climbing ropes to ascend and descend rock faces too steep to trespass otherwise.
In the Caucasus in 1942 there were particularly interesting battles that involved mountain fights at altitudes above 4000m. The experienced and unbroken soviet defence against the might of german elite mountain troops -- mules and kettenkrads for transporting equipment -- deployable dismountable guns for mountain warfare -- soviet light fighter-bombers blowing up rocky cliffs to create a stone avalanche over german convoys -- tedious corridor fights along foggy mountain routes -- soviet petroleum pools lit on fire as a reckless obstacle for the german advance!!
Now this is something quite interesting and definitely not seen before in similar games, and a staggering yet true piece of history. Yep - it’s on us to bring it to you guys.
And do you know what’s a cool thing about making fights along the Caucasus, Kuban, and Crimea? Yes, American and British lend-lease tanks! Tanks are always a sweet spot, are they not?
Did you know? While the British found the Matilda II a much more useful tank than the Valentine, the Soviets thought the opposite (especially about the Valentine Mk. IX armed with a 57mm gun) when they received lend-lease tanks. The Matilda’s narrow tracks did not really help it’s mobility in the eastern front. The Matilda’s heavy armour and mobility tied with heavy tank brigades, along with the KV-1.
Many months took place as we fine tuned and rolled up our final human models. A thorough research was made, along with dedicated community historians which agreed to help us, to try and find accurate references to make the best results. The models have been progressively made since November 2016. We’d like to now share with you the experiments that have been made with coats, now that we are moving onto the winter weather. Coats are especially difficult to animate, but we can overcome this problem with effort and fine tuning. The hardest part is to convey the folds and cloth appearance correctly, in such a way that the model still looks convincing when crouched or physically deformed from its initial position. Our artists made sculptures to study the forms and be able to make more realistic models. You may have seen some of the first iteration of finished models in the screens from previous weeks’ blogs, more refined ones will follow soon.
Now for some historical notes about the renders. The first soldier is a German officer with M36/40 greatcoat - look at the pistol holster on his belt. The second is a German SS squad leader with a late M42 greatcoat (look at the enlarged collar) with M38 camo blouse. In other words this variant would be seen on spring and autumn seasons of the Late War. The third is also squad leader with MP-40 pouches and a holster with a self-made winter camo cover. In fact, the germans had problems with winter camouflage and had to adapt their uniforms for the winter landscapes during the Early War, for this purpose they often covered themselves with white cloth sheets.
The last screenshot shown above is merely an experiment. We’re planning to invest time in making proper mountain warfare. This brings a whole set of challenges. Cliffs and rock formations are in the works, and careful evaluation to give soldiers the ability to climb them. Rock-climbing ropes to ascend and descend rock faces too steep to trespass otherwise.
In the Caucasus in 1942 there were particularly interesting battles that involved mountain fights at altitudes above 4000m. The experienced and unbroken soviet defence against the might of german elite mountain troops -- mules and kettenkrads for transporting equipment -- deployable dismountable guns for mountain warfare -- soviet light fighter-bombers blowing up rocky cliffs to create a stone avalanche over german convoys -- tedious corridor fights along foggy mountain routes -- soviet petroleum pools lit on fire as a reckless obstacle for the german advance!!
Now this is something quite interesting and definitely not seen before in similar games, and a staggering yet true piece of history. Yep - it’s on us to bring it to you guys.
And do you know what’s a cool thing about making fights along the Caucasus, Kuban, and Crimea? Yes, American and British lend-lease tanks! Tanks are always a sweet spot, are they not?
Did you know? While the British found the Matilda II a much more useful tank than the Valentine, the Soviets thought the opposite (especially about the Valentine Mk. IX armed with a 57mm gun) when they received lend-lease tanks. The Matilda’s narrow tracks did not really help it’s mobility in the eastern front. The Matilda’s heavy armour and mobility tied with heavy tank brigades, along with the KV-1.
A surplus of quick, but hard to master levels. Unlike other levels in game which may take anywhere from 10-30 minutes to master, these ones may take 10 minutes tops to complete first try, a and a good few hours to master.
Leaderboards are coming! Im having issues speaking to Steamworks api but rest assured all your stats that you have now, will be posted to the leaderboards. Nothing is out of the ordinary from my end and you all seem to be killing certain levels! NICE GOING!
Update Highlights
- Various bug fixes - Prototyping spawn reset issues (note when falling off the platform take a step back in real world space, im working on solving this) - 25 Levels added, biggest level update to date! - Price has been increased by around 0.50, this is to compensate for the amount of levels now in the game. Hoping ot double the amount of levels in game now.
100 Levels was a great number, but Im not sure it is required. I will always be making levels for this game as a I have a great system in place to allow me to develop them rather fast. Community created levels would be awesome, however I am focusing on getting the game released before getting workshop in the game.
Oculus Rift release may be delayed / not happen as I cant get my hands on hardware. Note that users are reporting full functionality for oculus headsets however.
Thanks for playing, some memebers have surpassed 48 hours of play time! Im sure they are burning calories and having fun! Thank you all again for playing and see you in the update next week!
Looking to purchase you virtual reality game with virtual currency? Bitcoin perhaps?! Contact us to see what there is to offer!
Some background here at the company. The vive was out of action due to a puppy issue. New parts have been ordered and those didnt fix the headset. After hours of troublshooting a friend managed to help me use his system and isolate the issue. During this down time I was able to develop over 8 levels which I cant wait for you all to try.
A surplus of quick, but hard to master levels. Unlike other levels in game which may take anywhere from 10-30 minutes to master, these ones may take 10 minutes tops to complete first try, a and a good few hours to master.
Leaderboards are coming! Im having issues speaking to Steamworks api but rest assured all your stats that you have now, will be posted to the leaderboards. Nothing is out of the ordinary from my end and you all seem to be killing certain levels! NICE GOING!
Update Highlights
- Various bug fixes - Prototyping spawn reset issues (note when falling off the platform take a step back in real world space, im working on solving this) - 25 Levels added, biggest level update to date! - Price has been increased by around 0.50, this is to compensate for the amount of levels now in the game. Hoping ot double the amount of levels in game now.
100 Levels was a great number, but Im not sure it is required. I will always be making levels for this game as a I have a great system in place to allow me to develop them rather fast. Community created levels would be awesome, however I am focusing on getting the game released before getting workshop in the game.
Oculus Rift release may be delayed / not happen as I cant get my hands on hardware. Note that users are reporting full functionality for oculus headsets however.
Thanks for playing, some memebers have surpassed 48 hours of play time! Im sure they are burning calories and having fun! Thank you all again for playing and see you in the update next week!
Looking to purchase you virtual reality game with virtual currency? Bitcoin perhaps?! Contact us to see what there is to offer!
Some background here at the company. The vive was out of action due to a puppy issue. New parts have been ordered and those didnt fix the headset. After hours of troublshooting a friend managed to help me use his system and isolate the issue. During this down time I was able to develop over 8 levels which I cant wait for you all to try.
After 18 months of non-stop work, we are incredibly happy to announce the launch of #DP3K! We hope you enjoy it! Grab a copy during our week long launch sale and get it for 40% off.
After 18 months of non-stop work, we are incredibly happy to announce the launch of #DP3K! We hope you enjoy it! Grab a copy during our week long launch sale and get it for 40% off.
It's finally Friday and we expect you guys to be eating tons of brains this weekend. So here goes a new patch with some important fixes!
Patch notes:
- Fixed annoying glitches in the UI that were not collaborating to the brains eating - Adjusted lots of colliders on the environment to make it feel more realistic - Small tweaks on sound