Commander, we have installed state of the art photo journalist equipment on the Bop Utility Bots! Access the command panel using the menu button, then select PHOTO MODE.
Whilst in Photo Mode you can move around the battle and observe the events of a singularity time frame!!
We should really use this tech to escape the supremacy... But at least we have PHOTOMODE!
Hotfixes
Warship weakpoints appear more often.
Missing achievements added to Hedra and Sovereign.
Missing intro cutscene dialogue now appears correctly.
Hey everyone! Here we are with our "February" update. With a bit of a delay because we needed to take our time with some of the new types of enemies.
The core of the update is a new level. Hopefully, it's gonna be fun and quite challenging (it was for us). We also have several smaller changes:
Fixed overheat cheating when you press fire repeatedly in the overheat zone.
Fixed Stingray damage on levels 2-4.
Blast Projector now catches and redirects shots of the main gun, if you have at least one drone. This means main gun will stop shooting in such situation. This should limit power of the equipment.
New item Jet Pack (device).
New item Godfinger (gunbot).
New item ElectroBall (weapon).
Fixed level meter in shop TV, when player does not have enough money.
Hey everyone! Here we are with our "February" update. With a bit of a delay because we needed to take our time with some of the new types of enemies.
The core of the update is a new level. Hopefully, it's gonna be fun and quite challenging (it was for us). We also have several smaller changes:
Fixed overheat cheating when you press fire repeatedly in the overheat zone.
Fixed Stingray damage on levels 2-4.
Blast Projector now catches and redirects shots of the main gun, if you have at least one drone. This means main gun will stop shooting in such situation. This should limit power of the equipment.
New item Jet Pack (device).
New item Godfinger (gunbot).
New item ElectroBall (weapon).
Fixed level meter in shop TV, when player does not have enough money.
For the past month and a half we were very silent since we were busy preparing, releasing and supporting closed alpha test. Because of this we didn’t have enough time to develop new features, and thus there was nothing to tell you about. Today we’ve released the last patch for alpha version, which means we’re back into action again! Therefore, today's devdiary is an filler one - we'll talk about alpha test results and plans for the future.
In general, we’re pleased with how the alpha test went. Despite the limited content, every 10th player spent 10+ hours playing the game, and we’ve also collected lots of suggestions and ideas - that we’ll try to consider during further development. Soon we’ll also send another devpoll to our alpha testers in order to get a detailed feedback on all the aspects we're interested in.
As many had noticed, we’ve changed the release date from the Q1 2019 to 2019 in general. As it turned out, we’re bad at making predictions – it’s quite hard to keep up with the deadlines while constantly experimenting and tweaking things – and without such tweaks it’s hard to make such a large-scale game work well enough. Therefore, for now, we prefer not to give any exact dates, but to focus on the development. We still intend to go Early Access before the end of the year, and a specific date will be announced only when we feel the first public build is almost complete.
The next step in our plan is the transition to the closed beta, which we intend to launch in a few months, late spring or summer. It is unclear how much we’ll be able to fit in a few months, but the minimum roadmap looks like this:
Transferring to a new engine’s version and then fixing related bugs and crashes
Adding at least half of the abilities for the most part of planned skill branches
Adding all the non-yet implemented types of weapons and equipment
Complete rework of the dual weapon combat mechanics
Finalization of the ranged combat
Some new dungeons
Additional content
Many minor improvements and fixes that take too long to list (such as barter system for trade, for instance)
We may also have time to add a new settlement and a number of new game systems, but it isn’t set in stone, so the list above is currently the most realistic.
That's all. In the near future, expect regular devlogs on a variety of topics - including, for example, some details about game’s lore. Also, take a look at our new key art, featuring some of the game's key characters:
I've been working a little behind the scenes and have almost finished all the campaigns planed. From now I will release one new campaign each week until we have eight campaigns. On the side of the campaigns I've also upgraded the terrain generator, so with the future releases I will also include a lot of new skirmish maps with exiting new goals.
What's new?
Besides creating new maps I've tied up most of the loose knots in the game.
We now have a spell system where the spells require mana and experience. (We will have more spells introduced with upcoming versions).
The UI is complete.
Easier to use squad system.
Easier to use trading system.
Easier to use creature equipment system.
Traps are independent and hydraulics will no longer be needed to fire cannons (We will have more traps introduced in upcoming versions).
Evil meter remastered and are now also bound to mana generation.
Prison room is now also a torture chamber where torturing enemies increases the evil meter.
Guard rooms now attracts Cyclotaurs
Imp generation is now based on the amount of mana the player generates.
And much much more changes and new features...
Why not release all campaigns at one?
Why I decided to release one campaign a week instead of all campaigns at once is because I want more focused feedback. This way we can make sure that all campaign keeps the same quality.
We need your help
I hope you all enjoy this new version, and if you have any feedback, please let me know- The more feedback the better end-game!
Also, I would like to put out a reminder to all of you that we still are looking for translators and voice actors for the Dark Mother. Any help is appreciated :)
- Includes first draft of Russian Translation (some parts in game don't have the right font yet) - New system to show names of upgrades - Fixed shell display bug - Fixed bug with sponge in volcano - Made sure a carried translocator ball doesn't do damage (it was like a super weapon) - Made "Secret area" display prettier - Lots of small improvements
For the past month and a half we were very silent since we were busy preparing, releasing and supporting closed alpha test. Because of this we didn’t have enough time to develop new features, and thus there was nothing to tell you about. Today we’ve released the last patch for alpha version, which means we’re back into action again! Therefore, today's devdiary is an filler one - we'll talk about alpha test results and plans for the future.
In general, we’re pleased with how the alpha test went. Despite the limited content, every 10th player spent 10+ hours playing the game, and we’ve also collected lots of suggestions and ideas - that we’ll try to consider during further development. Soon we’ll also send another devpoll to our alpha testers in order to get a detailed feedback on all the aspects we're interested in.
As many had noticed, we’ve changed the release date from the Q1 2019 to 2019 in general. As it turned out, we’re bad at making predictions – it’s quite hard to keep up with the deadlines while constantly experimenting and tweaking things – and without such tweaks it’s hard to make such a large-scale game work well enough. Therefore, for now, we prefer not to give any exact dates, but to focus on the development. We still intend to go Early Access before the end of the year, and a specific date will be announced only when we feel the first public build is almost complete.
The next step in our plan is the transition to the closed beta, which we intend to launch in a few months, late spring or summer. It is unclear how much we’ll be able to fit in a few months, but the minimum roadmap looks like this:
Transferring to a new engine’s version and then fixing related bugs and crashes
Adding at least half of the abilities for the most part of planned skill branches
Adding all the non-yet implemented types of weapons and equipment
Complete rework of the dual weapon combat mechanics
Finalization of the ranged combat
Some new dungeons
Additional content
Many minor improvements and fixes that take too long to list (such as barter system for trade, for instance)
We may also have time to add a new settlement and a number of new game systems, but it isn’t set in stone, so the list above is currently the most realistic.
That's all. In the near future, expect regular devlogs on a variety of topics - including, for example, some details about game’s lore. Also, take a look at our new key art, featuring some of the game's key characters:
New - In-game mailbox system to send and receive announcements and messages from other players - "Expert" title for reaching level 60 in a skill - Bank items can now be sorted by name, amount, price and weight - Menu button to access the leaderboards - Pressing the up arrow key while chatting will write the last messages - Added two bankers to the PvP arena - Option to turn off lootbag particles (yellow sparkles) - Achievements UI to view all the locked and unlocked achievements - 13 new exploration achievements - Unlocking achievements will now reward players with experience scrolls
Changes - The Red Crab now drops shared loot and has a visible kill count - Stun immunity buff now has a visible timer - Reduced stun immunity to 4 seconds (from 6)
Bugfixes - Spider venom (From Nirish and Venoumous bow) is now correctly affected by poison resistance - Debuffs like long poisons not getting removed on death - Leaderboards name search is no longer case sensitive