WHAT'S NEW • Online multiplayer • Valhalla - that means new equipment, weapons and familiars • New Arenas • A new area to explore – SURPISE
OUR AIM WITH THIS CLOSED BETA: • Test the online aspect of the game • Listen to your feedback on the gameplay, including balance, feel and fun • Be able to conduct “Play with devs sessions” where you can join the fray and kick some dev butt!
Ever wanted to play as the Boss? Now's your chance! Join our Closed beta now, a hectic 1 versus 5 bossfight multiplayer game in which you get to crush your friends as THE BOSS. Three… Two… One… Battle! Website: www.bossgard.com
We'd like to show you the past and present of our upcoming point and click game Irony Curtain: From Matryoshka with Love! Below you'll have the opportunity to witness how much has changed and how far we have come from the original idea that we presented at Polish festivals a while ago.
What you see before you is the prototype of Irony Curtain, which back then was called simply 'Matryoshka'. It was always our dream to make a game based on our own experiences, but also tackling the topic with humor and rowdy resistance. And since we love classic point and clicks, there wasn't much of an option but to make one!
The pictures you see is from one of the locations which remained almost the same through the evolution of the game - the 'Leader's Heart' hotel lobby, from the beginning of the game.
What's your opinion on these? Which verision do you like most? Let us know in the comments below and don't forget to Add Irony Curtain to your wishlist! We're incoming in 2019!
IRONY CURTAIN CONTEST - WIN 3 ARTIFEX MUNDI GAMES
There's also a contest on Artifex Mundi contests group that we really want you to join! You can not only contribute in the Irony Curtain's future success but also win 3 Artifex Mundi Games of your choice!
Have you ever wondered about what one needs to consider when it comes to video game music? Then let me tell you about our creational journey to the music of Aeon of Sands and check out this blog post.
Back then when we started, Florian and me both knew we wanted a rich audio environment for Aeon of Sands, with three constituent parts:
Game audio effects: GUI sounds as well as sounds triggered by players or their opponents Ambient track: the loopable constant sounds that create the background for the game experience Musical themes: the loopable melodic tunes that introduce the game, underscore encounters and take you out of the game and back to your room. Besides, we both wanted all the audio in the game to be very specific, convincing, direct, and most of all, musical.
Given the particular narrative of the game, we also wanted its music to be not at all high fantasy or over-epic.
In fact, the scope of the game story is not a fantasy of macho super-heroics stumping over the lives of a galaxy, or some stuff like that; it’s the story of a clerk, stumbling through things larger than him, and the story becomes broader only when he’s forced to confront his humanity in face of his own survival.
On the other end, we had a few examples in mind, something that came from our roots, like games we loved of the Commodore Amiga era: Perihelion, Elvira Mistress of the Dark, some pieces of Mass Effect for its coherence, and something even from the Commodore SID era as an inspiration.
But we also wanted the bulk of it recorded live using analog tools and instruments, the same I (Marco) did for most of the audio effects.
Fruitful Collaboration
Enter Gabriele Artuso, our musician friend, who has collaborated with us on Aeon of Sands for the last three years.
Gabriele added to the mix - besides his compositive experience - his taste for jazz improvisation and his exhilarating sense of experimentation.
He did most of the real work, to which I added post-production and editing, contributing only a couple of tunes, just because his enthusiasm for this creation work touched me.
The result of this fruitful confrontation is a set of almost forty tracks: tuneful ambient loops and direct groovy main tracks that echo back to John Carpenter’s ‘Eighties.
All of these tracks you’ll be able to listen to in the game!
Additionally, we are in the process of distilling the game’s tracks into a soundtrack to be released further on the road.
Stay tuned on radio Aeon of Sands :)
And besides, if you have not yet done so, please add Aeon of Sands to your Steam wishlist!
The new patch with the following changes has arrived:
● Guard - Reduced the base damage of the "Ram" from 131 to 100. - Fixed “slow” and “damage reduction” effects from "Laser" when headshooting an enemy. - Ram no longer increases damage from hitting windows with "Crushing a ram” mod installed. - Damage bonus under active shield now works with “Sphere Shield” mod installed.
● Bomber - Tornado with “Disarming Tornado” mod now correctly applies damage reduction to the targets pooled within tornado. - Tornado no longer ignores Snipers using “camouflage” ability
● Saboteur - Blink now has an Improved target point visualisation. - Grenades - incorrect collisions with glass and allies shields are fixed. - Scanner ability radius is Increased.
● Firebug - Leap ability cooldown now resets correctly after activation of “Second Chance” with “Leap reset” mod install. - Inferno’s "Corrosive Napalm" mod no longer works on Destroyers.
● Techn - “Auto-safeguard” mod now restores the proper amount of durability when triggered. - "Premium repair" mod no longer affects the durability of Generator and Turrets.
● Assault - “Stunning Impact” mod no longer decreases the cooldown of Meteor ability.
Also, new steampunk skins are added to the store (Assault, Sniper, Tech and Guard).
We also worked on optimization. The game should work app to 40% faster now (depending on the PC configuration).
Moreover, the Officer system has been implemented. Experienced players (level 20 and above) can now make extra VM by teaching new players (up to level 3) the basics of the game. Stay tuned for more information on Officers in the official CityBattle VK group!
* * *
If the patch is not installing automatically - restart Steam (or) check the “integrity of the game files”. How to ”Verify integrity of game files”: 1. Right mouse button on CityBattle at Steam Library 2. Properties 3. Local files 4. Verify integrity of game files
It's been quite a busy week, well for me at least. Ever since launch I've been wanting and really needing to deploy some official dedicated servers to allow for largescale permanent multiplayer gameplay. Well, finally, I'm glad to be able to say the servers are live! It's been an unbelievable pain to get it all working, but the hard work has paid off. From the multiplayer server browser in-game you should now see a single official server up 24/7 (or as close to 24/7 as possible). I will be expanding this to a few more in the coming week depending on how heavy the load on the first server is. The servers will be down for maintenance periodically (mainly before a major update is released) but other than that they should be available at all times.
Your player data will be saved serverside so theres no need to worry about that. As for content and bugfixes this week, I'm afraid I didn't get much time to do anything else than sort the servers out. Now that that's out the way though, I can finally focus back on the games development. Let me know if you're having connection issues or can't see the servers at all. Fingers crossed, you should be able finally try out some proper multiplayer gameplay!
What's New?
DEDICATED SERRRRRRVERRRRRRRS!
Fixed a bug causing mutant death animations not to play
Этот день очень важен для нас - мы выпустили "Миттельборг: Город Магов" в Ранний Доступ!
Мы долго и упорно трудились, чтобы наконец показать вам мир Миттельборга и будем рады продолжить работу над ним вместе с вами.
Проект ещё находится в стадии разработки, мы выпускаем обновления каждую неделю. Поэтому если вы встретили какие-то ошибки, сообщайте нам напрямую в Discord или соцсети.
Присоединяйтесь в наш дискорд канал чтобы оставаться в курсе последних новостей разработки https://discord.gg/Kzw9uCt
It's time for another update and we have some really cool stuff for you again!
Highlights:
Version 0.9.3 introduces some really new cool features focussing on the alliances and community features in general.
Alliance Challenges
In 0.9.2 we already introduced alliances and a few alliances already have been founded. Now, in 0.9.3, we added challenges for the alliances. The leader of an alliance can configure a game configuration (game mode, difficulty, element mode and map) and a time frame for the challenge. Every other alliance can participate in this challenge. While the challenge is running all score for this configuration are not added to the normal leaderboard, but instead collected for this challenge. When the challenge is over the alliance with the highest score wins and earns some points in the new alliance leaderboard and some gold for the alliance chest. The gold is not relevant yet, but will become relevant in one of the next updates. The challenges will be a lot of fun, so try it out and send us your feedback!
News Feed
In the main menu of Elemental War we added a news section in 0.9.3. On top you'll always see the version highlights, explained by one of the characters in Elemental War. So even when not reading the changelog in the update news or the readme file in the download folder you will be able to see at least the hightlights. Below that you can see a new news feed with the last events happening in the game, e.g. new alliances, changes in the top 3 of the leaderboard, new challenges and more. That way you will always be able to directly see what's happening in general and also things that are interesting for you or your alliance.
Full changelog:
Enhancements:
for the country settings the corresponding national flag now is displayed
added news section in main menu
added an alliance leaderboard
it is possible now to select a monster and set it as global target for all towers
improved look of quest view
alliances now can create challenges and participate in them
restarting a game is now also possible from highscore panel at the end of a game
restructured alliance menu and moved it to main menu
moved statistics button to profile
added new score ranks showing a new rank based on the sum of the scores over all maps
enabled new quests in Hero Mode
Fixes:
fixed empty map when choosing random map
it is not possible anymore to sell same tower multiple times
names in the member list of alliances now are displayed correctly
one can now get the last crystal for the last element in Hero Mode
when clicking on cancel on the hint for login on first startup login menu now really isn't opened
now there are also visually only three item slots
fixed several display errors here and there
ability "Sacrificer" now ignores ghost lights, frozen treasures and gas bubbles
path texture in iceworld now is correct
restarting a game now properly stops special events in settings
fixed selection marker for frozen treasure for Lichlord quest
fixed bug that sometimes caused invisible enemies to be displayed incorrectly
scrolling in dropdowns is much faster now
We hope you'll enjoy the new update and are looking forward to get feedback on the new features! So let us know what you think, either in the forums or in our new Discord channel at https://discord.gg/bwnuXq9
The next update will be released in three weeks (December 21st) instead of the usual two weeks as I'm on business trip for my day job for the next 10 days. I'll try to look into the forums and discord as often as possible. The update will focus on improving the existing features and add some new quality of life stuff like the new target modes for towers.