Good news! We've released a new version with some excellent feature and performance enhancements. The updates are listed below. One feature I want to emphasize is experimental support for WindowsMR. This is our first implementation so expect some bugs. We'd love some testing from folks with this hardware so we can get this polished for you quickly.
Cheers!
1.0v1b1 Released 27th April, 2018 New features --Orthographic cameras on the desktop. --There are two new menu items in the Cameras menu which allow you to --choose between a perspective or orthographic projection for the current camera. --Default sphere radius increased from 5cm to 15cm. --Experimental (untested!) WindowsMR support. --Windows MR devices use the same controller mappings as a Vive controller. --The joystick won't do anything yet; you'll need to use the touch pad instead. --Improved performance for mirrored strokes. --Improved application responsiveness while processing slow strokes. --Bug fixes --Stamping a sphere always behaved as if the Smooth Blend modifier was on. --Fixed an error that could cause sculpting inaccuracy at the finest level of detail.
I hope that those of you who have the game are enjoying it. Please leave a review! It encourages me to continue making new and exciting games and gives me valuable feedback for what to include going forward.
It's been a quiet month. Release day was significantly less impactful than any other release as we were swamped by the new floods and got lost quite quickly. As a result, sales are extremely low, there's only a couple of new reviews, and there is very little press interest.
Big thanks to the curators who have sent your reviews.
But we do have another glowing review to show! Find it to read it below.
Siralim 3 enters Early Access on May 25, 2018, and we couldn't be more excited to get this game into your hands for testing.
The game will cost $14.99 USD and will be available on Windows only to start, and we'll roll out the Mac/Linux versions a few weeks after that. Eventually, the game will be available for iOS, Android, PlayStation 4, Xbox One, and Nintendo Switch as well!
If you haven't heard much about the game yet, I encourage you to check out our development blog for devlogs on some of the key features of the game. If you're eager to discuss the game or simply want to get a jumpstart on joining our community, you might also want to sign up on our official forums or even join us on Discord.
Get ready, because May 25 is right around the corner!
Potentially due to a Steam update, the integration path between QuiVr and Steam was weakened, causing issues correctly connecting if the game was not launched from the Steam interface (like Oculus Home).
This update adds in a few safeguards to detect if Steam initialization fails and to react accordingly (in most cases, launch Steam and then retry initialization). If anyone using Oculus/WindowsMR headsets launches the game through a non-Steam interface and does not correctly get their Steam account connected, please let me know in the forums here or in the QuiVr Discord.
Updated Analytics
There are lots of moving parts in a game, and figuring out how people play and what parts they enjoy, get stuck at, or miss entirely is not a trivial task. We want to know more about how people play QuiVr so that I can make sure that the development work goes to features that will have the greatest impact.
We now record some new information including Event start/end to see what events people get to and what their success rate looks like. We record what tutorial's are triggered and if they are canceled part way through or run to completion. And we record which teleporters in the lobby are used to see if there are important areas that are rarely visited. All of the data is anonymized and aggregated, none of it is attached to your Steam account.
Next Event Progress
The next event is progressing well! Added a new mechanic for it which I think will be really cool for both new and experienced players alike! Hope to have it in the beta this weekend and prepped for launch next Tuesday :)
Introducing the first title update for Way of the Passive Fist!
We're always working on making the parrylicious adventure through Zircon V the best experience possible, so here's what's included in this update:
v1.1.0.3
Statistics Screen
A new menu screen has been added to track several gameplay statistics
This screen is accessible from the Options Menu & the Pause Menu
Updated Gameplay UI
Score Particles
During combat scenes when the player performs score actions, the score is shown at the player location
The scores displayed are the multiplied score (including combo multiplier)
Combo Progress Callouts
As combos are built up, and thresholds are reached the combo callout appears on the right side of the screen
It also appears when a combo ends
Rank Progress
As the player earns points during combat scenes, the rank progress bar will appear in the bottom-left corner when Silver / Gold point thresholds are earned
Gameplay Updates
Updated Danger Zone Visualization
The mortar fire in CH2 now displays a clear red box that shows the blast zone
The sun beams in CH3 now display a clear red box for the blast zone of the sun beam
Grab Area for Caches
The sensitivity of the grab areas for caches was increased so that they can be more easily and accurately be grabbed
Land Mine Updates
Land mine placement updated in all chapters to avoid instances of overly-narrow safe passages
Shoulder Check on Tired Enemies
Fixed an issue where you could perform a shoulder check immediately when an enemy becomes tired and it would miss
Now you can immediately perform the shoulder check and it will always hit the tired enemy, knock them over, and maintain the combo
Updated Enemy AI
In some rare cases, while engaing one enemy, another enemy would walk into the middle of the fight
Enemy pathing has been updated so that enemies that are in an idle state will walk around and not right into fights
Enemy cycling has also been updated so that more enemies will take turns during a fight
Visual and Audio
Updated Environmental Presentation of the Final Boss
Updated the level for CH10 to be more representative of the story
Implemented the sunset effect during the final boss fight. The sun sets during the fight, silhouetting the two characters
Updated Ground Impact Sounds
When characters hit the ground, the sound has been updated to have more pitch variation
Added Explosions to Robot Enemies
When robotic enemies are defeated, now they EXPLODE!
Disintigration Effects
Updated and improved the disintigration effects on all non-robotic enemies
Technical
Fixed Throwback Crash
Fixed a rare crash that would occur if a projectile was caught the same frame it hit the ground
We hope these help to make the experience better than ever! Stay tuned for more updates in the future!
Se realizará un mantenimiento del Servidor el Miércoles 2 de Mayo a las 03:00 AM BRT. La duración del mantenimiento será de aproximadamente 5 horas.
Mantenimiento: Fecha: Miércoles 2 de Mayo, 2018 Horario: 03:00 AM BRT – 8:00 AM BRT Razones: Mantenimiento de Rutina Síguenos en Facebook https://www.facebook.com/BDOSpanish