Just a small one today in order to add a repeatable dungeon quest to both cities. This is in direct response to feedback, and I should have pushed to get a repeatable version of the quest type into the game last patch. None the less its there now :)
Patch Notes:
- Added a Non-Story Dungeon quest called "Recover Relics" to Drom and Galic Churches. These quests have a high base reward rating. Now there is at least 1 repeatable quest for dungeons in each town :)
Couch Party Game Night - Couch Party Game Night .com
- fixed being able to double reloading sounds - tweaked Military Gun sounds to duck hit sounds - added "quit to desktop" button to main menu - guns now hide while reloading or restocking - fixed reloading issue with scroll mouses - added "TP" for Team Points in all team modes - choosing Teams or Predators now done on screen - many other adjustments and optimizations
Greetings from a twisted plane in the further regions of experience! Wow, that last update was quite well received. It’s safe to say it was our most popular post ever. There’s no chance we can live up to that… but we can always try!
There’s a great deal of stuff I’m going to discuss today, so expect a rather neurotic writeup. But let’s start with the major bit of news this week…
WE HAVE A GAME!
ASYLUM is now playable from beginning to end, a milestone that understandably makes up very happy (and relieved!). We’re anxious yet afraid to perform a full playthrough — consider we’ve been working on this project for 10 years and how intimidating it will feel to play it for the first time. No matter how we feel, though, that playthrough is happening soon, and I’m thrilled to report the individual portions we played are terrific and up to the standards we set for ourselves.
Keep in mind we don’t consider this beta yet, just the implementation of the whole game logic. Some portions still have mockup assets and we’re now swiftly working to replace them with the real deal. I mean, while it would be a decidedly unique experience, we won’t release the game like this:
Haha, imagine your face if we did… and our severed heads in retaliation.
OLD SCHOOL ADVENTURE GAMING
So, all puzzles are implemented! During this process, we took a bunch of days to revise the entire game design, balance things up a bit, and make sure pacing is tight. For instance, we decided to keep the first third of the game fairly linear, after which it becomes more challenging and hugely non-linear. Reason is that we want to make you feel acquainted with the environment and mechanics before leaving you to your own devices. One thing I learned from Scratches is that people don’t like wandering aimlessly, so we’ll only open up the entire asylum for you once you have a good sense of direction and what to do next.
Interestingly, the game is far more puzzle-oriented than we originally anticipated. It was only recently —after taking a step back and looking at the big picture— that we realized the puzzle density is fairly high, without ever being overwhelming. We’re positive fans will love the brain teasers we designed here — a few even feel like throwbacks to classic adventures. I spoke about this a bit last time: ASYLUM combines the design philosophy behind Infocom adventures with modern game design sensibilities. It may be the closest you’ll ever play to a graphical text adventure (without dead ends and sudden deaths, that is).
Check out the flowchart sample to give you an idea of how the game branches in later stages, and keep mind this is just one tenth of the whole chart!
WHAT NEXT?
Besides concluding the game logic, recent areas of work included the dialogue system, inventory, and interface in general. We consider all of these aspects final now, though we expect another wave of feedback from Kickstarter backers. There’s always room for more tweaks, but the “shell” of the game is pretty much done. Keep reading for interesting glimpses of what we did.
From now on, we’ll focus on implementing the last critical assets required to reach beta. Beyond that point, the greater volume of work will involve adding further non-essential details (readable stuff, easter eggs, feedback lines, etc), sound effects (many are still missing) and more music. As soon as we reach beta, we should be able to confirm that mythical release date.
All in all, things are pretty good! The game is getting done and will feature a consistent and thorough quality level. I guarantee you an engrossing experience: we took great care to ensure everything is consistent and makes sense. No matter whether you’re cross-referencing clues, understanding the layout of the asylum, or figuring out stuff, ASYLUM will reward your observation and intuition. To give you an idea of our dedication and attention to detail, we have designed entire piping and wiring systems. In fact, we spent a full morning deciding where to include a drain in this restroom:
If the game doesn’t sell well, we’re ready to become constructors! Just please, bear with us while we work on this last, very demanding phase of production 😅
INVENTORY RELOADED
This is one of the changes we implemented following invaluable feedback from backers, turning the journal into your hub to keep track of everything currently happening in the game: people you’ve met, items you're carrying, topics you should investigate, and concrete tasks you must complete.
It's more clear and friendly now to understand which item you're holding along with a sweet feedback. Thanks to your trusty journal, you can quickly see the full list of stuff you're carrying and how it looks. It's minimalistic, immersive and useful!
MENU RELOADED
If you liked the journal, wait till you hear about the menu! We strive to maintain the immersion, even when you’re perusing the game options. But this is more than just an everyday menu — one of the last tweaks we did is give you the ability to review essential documents that you find in the game. We don’t want to have you backtracking to reread a clue or recall a key plot point, so we basically turned our achievements system into a collection of documents and cutscenes that you can review anytime you want… all from within the same book!
There’s many pages like this and several stuff you can collect. Even the achievements themselves maintain the mood: is your memory good enough to recall all flashbacks while you were a patient of the Hanwell Mental Institute? Then you will unlock the Retentive achievement!
We can’t tell for sure if ASYLUM will be a great game, but its menu is gonna be AMAZING.
MATRIX RELO... NO WAIT, WISHLISTS RELOADED
The other bit of exciting news we wanted to share with you is… 30.000 WISHLISTS ON STEAM!!!
That’s a huge lot and extremely good news because it positions the game as a potential indie hit. And frankly, we never even expected to achieve this much! 30K was my very best case scenario.
ASYLUM is getting far more popular than we ever imagined, and believe us when we tell you that we want to finish it as badly as you want to play it. Of course, we couldn’t have reached this astounding goal without your staunch support 🙏
It’s a specially meaningful achievement for us because we managed all this without a publisher. Even better, we still have room to grow as we need to do more PR. Speaking of which…
CALLING ALL REPORTERS!
Curators, journalists and producers among you: we’re finally getting close to sharing a preview build of ASYLUM with you! There's a chance you're already in touch with us — we got tons of requests over the years and we’ll get back to you (provided you’re still alive).
We’ll give priority to stream the game to people who have supported us from the beginning, including backers, but eventually all publications and creators, no matter how big or small they are, will receive keys. Also, we’re totally OK with creators monetizing their streams — we love supporting you too ❤️
And that’s it for today. We should have many more cool news to share with you next time. Thank you for sticking with us, and hope you have a stormy and sinister weekend!
Patch 2.12 adjusts the cooldowns and balance of most Auxiliary items, making them more useful as consistent attacks. Further tweaks will be made if necessary to make Aux items more exciting to find and make use of, and in the upcoming 2.2 and 2.3 patches a handful of new Aux attack items will be added to make auxiliaries a bigger part of the combat system. New audio tweaks and optimizations have been made as well, giving large water forms and hydro areas a better ambient soundscape along with improving audio memory usage.
Balance
Weapons: Assault Rifle and Swift Arbiter - Increased max ammo count
Reduced many attack auxiliary items to a 20 second cooldown, and many utility auxiliary items to a 40 second cooldown
Pickups - Set all minor pickup buffs to have a 20 second duration, meaning an increase for most buff pickups and a nerf for a couple
Auxiliary: Barrage - Reduced damage and explosion range slightly
Auxiliary: Bonespike - Reduced damage (Will still one shot small and some medium enemies)
Auxiliary: Rebound Beam - Tweaked laser boomerang speed to make it fly further and be easier to double-hit enemies with
Auxiliary: Tesla Shield - Reduced shield drain rate, increased delay time before shield begins regenerating
DNA: Aux Cooldown Skill Mod - Reduced to -5 seconds to work with new cooldown balance
DNA: Pickup Duration Skill Mod - Reduced to +5 seconds
Misc
Tweaked gravity and speed of vertical boost travel objects more (Let us know if you run into a rotspore or swamp bubble that boosts too high)
Improved Spider Drone enemy drop with more delay once in position and a shadow of the droid where it will land.
Audio
Added new audio system to merge nearby ambient sounds together, leaving less duplicate ambient sounds and allowing us to give areas more accurate ambient soundscapes
Added Weakness sound effect when an enemy is damaged by a damage type they are weak to
Updated waterfall sounds to have more powerful waterfall sounds around large water terrain
Converted all in-game music to mp3 to reduce memory usage greatly
Fixes
Fixed a few broken nightshroud bouncer boosts discovered in 2.1 levels
Fixed Tritoraptor Crown mutation not giving speed buff for the right duration
Fixed Tesla Hologram MK3 not granting debuff when damaged by tesla damage
Updated cheese sprite so it doesn't look like an orange.
IMPROVEMENTS
Doubled level up effects for the player.
Weapon balancing for wands and staffs.
Gameplay balancing for several levels.
BUGS
Fixed reload ammo bug so it accounts for a weapon's initial "loaded" state.
Fixed level up bug where the game would reset the player’s health to its original maximum if they consumed a lot of health upon achieving level 10.
DEVELOPER LOG
With update 1.2.1, Tenebrous Dungeon will now display all doors, locked or unlocked, on the mini-map. I really should have added this earlier, but I am very happy with how it turned out and hope you will enjoy it as well.
I also added minor gameplay tweaks and bug fixes based on some of the feedback for the game; as well as a fix to the weapon ammo system so it is accurate based on the weapon's current state.
That being said, thanks to all of you who have supported Tenebrous Dungeon thus far, and I plan to keep doing updates as regularly as possible.
I thought it would be best to post an announcement, let you all know what is going on.
I have been taking in recent feedback and as such decided a new content update was in order.
Along with this new content, some new achievements are being added, so you may notice additional achievements appear, but be invisible. This is for testing purposes for the new content.
When is the new update? It is near enough ready, so you will see it released anytime over the next couple of days. As soon as everything as been tested.
We've squeezed in more bug fixes and a few NonVR features this week, while working on the big hazmat update.
Mouse-look:
Press Left Alt and you can aim and interact with particular joysticks and buttons of items in hand. Many of you asked to be able to use the locomotive remote with your mouse, and now you can!
Mouse-look now also lets you view items while zoomed in (RMB), such as your map or your watch.
Number key item selection:
Pressing keyboard numbers 0-9 now automatically unequips your current item and equips another, like in most FPS games.
Other notable changes:
- Fixed missing track joint sounds - Use mouse wheel to turn booklet pages (rebindable to keyboard)
--- Full changelog: ---
Controls:
- Added mouse-look feature to NonVR \ Press ‘Left Alt’ to toggle on/off \ Useful for operating items in hands using mouse, such as the loco remote - Keys 0-9 now automatically equip items from the requested slots - Booklet pages are now turned with the scroll wheel in NonVR - Made scroll wheel controls bindable to keyboard (for those without the wheel) - Updated item hover highlighting to highlight more sensible parts of items - Fixed lighter lid being controllable with the scroll wheel when not held
Sounds:
- Fixed track joints not playing sound when crossed over by wheels - Fixed pocket watch sounds sometimes being spatially incorrect
UI:
- Reworded “respawn” to “restart” in UI texts - Updated job booklets to better format cargo names
This is just a small update for the game, so don't expect to much. Here are the patchnotes.
Changes: Replaced the high building model with a smaller one since it didn't made sense to have such a big house in the game yet. Modified the gas station model (W.I.P) Changed the bridge buy areas, you only need to buy one side instead of both. Extended zombie spawnarea 1 and two so they will also spawn in the beginning area if you are in the next and they will also spawn in the second area when you are in the third. Implemented a new gras foliage model. Changed the zombie collision so now the damage system should be a little bit better. Zombies will now stop moving towards you dead point (roaming will be added later).
Things that we work on right now: We are currently working on 2 new perks which we will be hopefully out till the end of next week. Redesign the gas station a little bit. Working on a new weapon model. New UI elements like a better ammunition element New Main Menu UI (Not a button click ui) Revamping the current weapons except the pistol. Changing values of the bullet speeds for the weapons Changing weapon damage Exporting the weapon settings to xml for each map so you can modify them Implementing the G.A.U machine And much more ...
Please don't expect this till the end of next week since we are just a small team, but we hope to archive at least 3 of the listed points up there.
Also don't forget the developer stream on the 04.05.2019 19:00 (CET) on the twitch channel WATG_We_Are_The_Gamers
So thanks for reading and as always thanks for playing Space Survivors Shooter.