Scifi, sports, survival, action, and space simulator.
Here we are, at last, and after intense work of implementation and testing. The result: a new game that wants to combine different disciplines and types of digital entertainment.
The final question is: what is "Stellar Sphere"? Basically it's a sport set in a science fiction universe. Distantly based on a game from a science fiction novel, "Stellar Sphere" is a zero gravity survival game. The goal: to get the most points and scores.
The way to do it: Survive an endless number of enemies and traps that are developed during the 24 levels of the game, plus the time from 3 to 15 minutes per level, plus the infinite final level, for those who want to reach levels that go beyond what was designed by the developers of the game.
The vehicle is a space fighter, so we could also say that the game is also, in a way, a space simulator, since physics moves the ship at all times. A physics that can be increased or decreased at will, like so many other things. The sphere also moves under the laws of physics, but in addition, gravity, which is normally zero, can be altered.
It is possible to activate a low gravity, or a more intense gravity. By doing so, the scenario changes completely, as will be seen by those who play the game or the demo of ten levels, which will be available before the release of the game so that everyone can get their own ideas about the game. These ideas can be passed on to the development team, who will adjust those opinions that make the game as perfect as possible for everyone.
The four levels of difficulty, plus a special bar of various effects, which can be increased or decreased, give the game many more possibilities. Even the upper pointer, which indicates where the sphere is and where the active wormhole is, can be deactivated. If this is done, the game changes completely, because you have to look for the sphere, which appears at a different point in each goal. And then you have to look for the active wormhole. We assure you that this adds a level of difficulty that will satisfy the most demanding players.
Soon we'll be releasing more info and videos to show how the game works, and of course data about the demo, critical for us to know how you feel about the game. We want to know about you, and give you the best experience from day one.
Thank you, and see you soon. Have a nice zero gravity day!
Greetings adventurers! I've got another update for you this week and I think it's one you'll be happy about. On level up, your characters have always received additional stats dependent upon on individual classes. This was of course all done behind the scenes without any player input so I wouldn't be surprised if many of you were unaware of this. But as of this patch, you now have the option to invest those points as you wish!
That's right! Specialize your characters the way that you want to. Don't conform to a mold set forth by some silly developer! This is also retroactive! So if you already have a party with powerful adventurers you can now customize them as you wish. I do however apologize for the EXTREME clicking that will be required for high level parties on old saves. Be sure to save your game after completing the stat upgrades to avoid having to repeat the process.
Here's a quick demo showcasing how to invest your new stat points:
Patch Notes:
New level up stat system. Spend points awarded on level up to improve your party members
Implemented backwards compatibility for old saves prior to new level up stat system.
Minimum level required for wolves to begin spawning has been increased
Max size of wolf packs has been decreased
Party can no longer be teleported to a campfire being guarded by a wolf pack
Fixed bug causing members to remain idle while the group returned to adventuring
Corrected several typos in UI elements.
Fixed bug causing enemies to be higher level than intended.
I think this patch is a nice step towards the game we all want Quests Unlimited to be. Have an idea for the game you think would be awesome? Got a question about the cogs behind the scenes? Find a bug that somehow slipped through the cracks? I'm all ears. Visit the discussion forum and let me know.
It's been a good several months working alone on this project, and being a single developer with it going at once isn't easy, but there are WAY better developers that are single in team and make easily better games, heh. This is a dream for me to make it.
Either way, development isn't over. Even after full release, I plan on making more and more updates. This is a promise. Thanks for purchasing Bashed.os!
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First off, plans are set. All updates are FREE. Free, free! And most coming soon. Documents, animated videos, and just all that fun stuff for the players. And changing the code very frequently. And even adding levels for that, too.
Recent changes (v.0.9.2): - Fixed teleport card issue - Re-balanced the monsters stats - Fixed the water spell animation - Regular potions now heal 400 Hp - Impouved item drops
Previous changes (v.0.9.0 / v.0.9.1): - Added preemptive strikes and ambushes based on directions (hero/monsters) - Added the second part of the forest - Added a new village: Garik-Hollow - Added the Shrine Dungeon - Added new skills and magic - Added more story line - Fixed various bugs - Added several new weapons and armors - Rebalanced enemies and bosses - Finalized the Cavern areas - Some placeholder chest now have rewards - Fixed a progression stopper in the Shrine Dungeon - Mac version is now on par with the Windows and Linux versions
If you are a Discord user, feel free to join Eastshade's very own public discord, where you can discuss the game, help one another out if you get stuck, report bugs, and see game and patch announcements.
And also we've pushed some new fixes:
1.06
made all harvestables regrow after 3 days
can now walk through large bushes instead of on top of them
many fixes to the French localization- font-related errors, text overflow errors, and translations errors
removed save lock from Sanja's quest, fixing the infinite save lock if players wish to leave the quest unfinished
fixed issue where some world state data was persisting between loads, bugging certain quests when reloading, for example Nika getting stuck in jug head quest.
fixed sky regression where moon, sun, clouds, etc were not showing