The development team has made the following changes and updates to the game in the latest update.
Corruption earned in a run (max 300 if all 3 characters hit 100%) is saved between runs. This will result in earning corruption levels which will begin to unlock new content over time such as subclasses, new classes, rooms, etc.
Quest system now "complete" with all unlocks in place. Can select any quest on the quest screen in a more visual interface. Base game is surface and caves. First few quicker corruption levels unlock remainder of levels.
Once levels are unlocked, specialty rooms outside a certain subset now unlock per corruption level. These will be utilized by procedural map generation as they are available.
Once rooms are unlocked, subclasses will now unlock and are now accessible via the new party selection.
Party selection now follows quest selection. It starts with the usual setup. You can now have any combination of heroes (3 of same, 2 + 1, whatever). Subclasses can now be selected at bottom of each character slot when unlocked, and future classes can be easily added post launch.
After party selection, you can now use a starting amount of gold (testing 1000) to spend in town. Same interface as town portal. Can get potions, or specialize the abilities as you see fit or save the gold.
Resolved issue where tooltips would be too large. Has helped a lot with tooltips going off screen but not completely fixed until beta.
Resolved issue with occasional crashes accessing town portal with new timed shop system. It was expecting a full 10 abilities every time you entered, and therefore crashed if you bought something and re-entered it.
In ability loot window and town portal, reordered the characters at bottom to align with their positions in each room. This was required as you can now have 3 of the same character and wouldn't be able to easily tell which one you were adding abilities too.
Resolved issues with a handful of abilities with bad visual effects causing errors/crashes.
Final pass on rooms (some still being tweaked in beta period).
Additional safety checks if an empty ability button is clicked. Normally impossible as the buttons are disabled, but checking to see if this resolves the rare null reference error I'm seeing on button press in logs.
Shifted the persistent corruption bar into the quest window where its more pertinent.
Added Discord button to main menu.
Resolved potential bug during corruption fight where due to order of operations, if the initial character was killed before killing the enemy party members, they could attempt to take a turn before the encounter reorganized everything.
Please report any issues in our Discord server or our Steam Forums.
More maps, more tweaks and adjustments, and more changes based on your feedback are on the way. We are pleased to see how much the community has enjoyed this new mode so far!
Collision detection
Refinements are being made with regard to how the game handles collision detection. This will improve areas such as railings on stairs, interiors of cars, and many more aspects of movement throughout the maps.
Dedicated servers
We are looking at ways to make server creation and maintenance more streamlined. Some issues are being looked at currently that should help in facilitating this process.
Map updates
Improvements and fixes to the Round Mode city map and Versus Mode maps are ongoing. Thanks to the players that have helped with finding holes and glitches!
Casual Mondays
Our Casual Monday nights will return soon! Be on the lookout for popup events that might be occurring in the meantime. For the latest information on the game, feel free to join our official Discord at https://discord.gg/subrosa
We appreciate our community and as always, we thank you for your continued support! We are working hard to bring you more updates and improvements for Sub Rosa.
Hello good people of Direwolf. We are getting deliciously close to our 0.7 version (which will be the first public Early Access build) and all we are doing now is securing up the network code, to make sure we can handle a hopefully sizable bulk of early access playtesters.
The client has been updated with the following: + Experimenting with new lobby UI elements. + Created a placeholder game over screen. + Added some new lootable clothing items. + Added more loot to the collection. + Fixed some XP issues + Improved clarity when using Offerings. + Updated the Mac and Linux versions. + Fixed offerings for WEREWOLF and VILLAGER. + You can now connect and host games without leaving the lobby. + Character and offering loot now stacks correctly in the steam inventory. + Adding more time during the night phase is now anonymous. + Tombstones now appear correctly after player death + Fixed issue causing AI players to share names + Fixed issue with Workshop deck descriptions being cut off. + Fixed issue that would "muddle up" the role HEX grid + Fixed spacing in hair color names (thanks Dragon ;] )
Hello everyone, over the weekend we worked some bug fixes and we are now live with the hotfix. This patch should fix the following issues that popped up last minute.
Patch notes: -added UX pass to tvs in charlie -fixed emblem bug in chest -fixed tv noise issues -changed pill materials -cleaned up charlie level collisions -disabled grenades rotating -changes some doors in charlie -consolidated rifle ammo types
More to come soon! Please let us know in the discord if you encounter any other issues. http://Discord.gg/Monochrome
FOLKS, SOON you will be able to upload custom tracks to the workshop. And enabling workshop support requires at least one item, so there will be (just) one new track.
As promised, we made a draw among the survey participants. And we have the pleasure to announce that Pablo L. has won a key of the game! In any case, thank you to all who have participated to the survey, it is really helping us ;) If you missed it, you can still answer there: (EN) https://forms.gle/4ee8k5RYk11xdPSj8 (FR) https://forms.gle/SuwcqCv2MQjGURjW7 More information about the development of the game soon!
The SteamVR beta has been updated with the following changes.
If you encounter issues with this update, please post in the SteamVR Bug Report forum. If possible, please include a system report to aid in tracking down your issue.
SteamVR:
Fix a bug preventing wireless from working when multiple wireless drivers (that implement IVRVirtualDisplay) are installed.
Increase driver initialization timeout to 20 seconds to account for the time required to launch the Oculus runtime if it was not running when SteamVR started.
SteamVR Home:
Fixed orientation of Rift S controllers to exactly match those in the SteamVR compositor
The game is now live and roaming free like a naughty wild thing. It's been a really fun year or so and I've learned heaps and grown a lot. I can't thank Armor Games Studios enough for giving me the opportunity to focus on creating this & for the huge level of support I've received from friendly faces checking in and cheering, it's been really heartwarming and a fantastic experience.
I hope everyone enjoys it!
This is start of a fantastic journey & I cannot wait to get stuck onto new and exciting new roads using all the things I've learned. I'm going to be dangerous >:}
Also available is the fab soundtrack entirely created by Nathan Cleary which can be enjoyed from one of the following places:
Chippy's been out for a few days now, and we're really happy to hear that you're enjoying the game! You've been giving us some great feedback and suggestions, which we're excited to implement over the next few weeks and months to make this game the best it can be.
Before we talk about what we have planned next, it might be interesting to go back and look at how the game has changed since Ryleigh's original prototype.
History
The first version was called Space Usurper, a Unity Web Player game showing off the mechanic of breaking apart bosses made of pixels. While we've moved to a much higher fidelity art style now, you can still see that the basic design of a triangular ship with a rotating gun has persisted since way back then.
Here's a video by a player that tried it out: https://www.youtube.com/watch?v=-0H1tByghKY Next came a rewrite with a focus on making the levels entirely out of image files that could easily be shared. Enemy turrets would have their shooting patterns defined by which colours of pixels you arranged into a square, and more complex behaviour could be constructed using the Wireworld Cellular Automata. The ship design is even closer to the final version, although the visuals of the bosses are still much simpler than we have now.
This is what it looked like, with some gameplay by another player: https://www.youtube.com/watch?v=pgK_bhbJTUU With what we learned from those two games, we started fresh to create what would become Chippy! Now let's look ahead to see what plans we have for the future.
Future
Here's a general outline of what we have planned going forward, although this is open to change based on what you all would like to see. We've set up a suggestion box for you to send in ideas, or vote on other players' suggestions here:
You can also find a roadmap there, which we'll update as we go along. As of now however, here is what we'd like to achieve:
Next few weeks
Add some extra UI features, suggested by Jake_Rich and Noxis on discord:
Show your best run's progress while watching a replay
Add a way to browse and share any replay you have recorded, not just highscores
Add a stats page to show information such as total attempts for each level, medal times etc
Show split times when defeating a form of a boss, and show how far behind another player you are
Fix reported bugs and errors
Improve memory usage and performance in general
Fix replay stability
Finish off boss dialogue on some levels
Tweak levels based on feedback (looking at you Overgrowth)
General gameplay tweaks
Next few months
Add Steam Workshop support, allowing players to create and share their own levels
Add some new official levels
Including some using a new Endurance game mode, with the goal of surviving for as long as possible
Hardcore runs, where you attempt an entire campaign with one life and a special leaderboard
Ship customisation with cosmetics unlocked by playing, that other players can see when watching your replays
Have fun!
Thank you for reading, and for taking an interest in Chippy! We'll keep you posted as we update the game, and in the meantime you can join our Discord community if you have any questions or want to chat with us:
P.S. There is a Rust cross-promotional item in the works, but the Rust team wanted to take some additional time to make it extra neat. Sorry about the wait!
This extensive GameGuru pack is based around the US Death Valley desert. With a vast number of scenes that can be created with the modular contents of this pack, you will be hard-pressed to create the same scene twice. Desert towns to mountain strongholds - and a good selection of solders to guard them and even bridges to give your levels depth in more ways than one!
If you don't yet have the GameGuru Death Valley DLC, we are currently running a promotion on Steam with a great discount, so there is no better time to expand your game making asset collection!