Our good friends and colleagues have released their pixel-art RPG, check it out!
Sin Slayers is an RPG with roguelike elements set in a dark fantasy world, where your choices determine how challenging the fights and enemies will be. Create, equip and lead a team of heroes. Level up your abilities as you move forward. The Sin Lords must be slain.
-New building: Alchemist. You can add an extra card for starter deck. -New field: Mystic. You can choose from 3 granted bonus effect. -New field: Rare Card reward. You can choose from 3 cards, at least one card is rare -Map has become bigger -Day now last 10 turns -Elite monster now give 3 xp, give 5 xp -Talent xp levels are now 10/20/30. -The tile generation mechanism reworked
-Some swordsman cards rebalanced: Execute: Cost reduced to 2 from 3. Damage reduced to 4 from 5. Max damage reduced to 10 from 20. Disarm: Cost reduced to 1 from 2. Damage reduced to 2 from 5. Eviscerate: Bleed effect increased to 4 from 3. Narrow ground: Armor bonus increased to 3 from 2. Purification now is Once per battle. Cost reduced to 1 mana and gain 1 stack false life for each removed debuff. Verdict: Cost reduced to 0 from 1. Smell of blood: Also grant card drawing for each bleeding enemy.
Hi! Today marks the start of a new event, the Music Festival!
All the local farmers want to share their love of music by organizing an outdoors gig. Plant as many Musical Roots as you can and unlock new items that will harmonize your estate!
Today's Farm Showcase: Picnic at the bus/train station by Loobeedo
In today's update we're also adding a few new items and changes, check them out!
New items:
Cucumber
3 more furniture color variations (and with this it's finished!)
Bugfixes:
Fixed game not saving earned boost if exiting right away after visiting a farm.
Has it really been a year since v1.0 launched? Seems like a good time for an update! The Horizon Update (v1.4) features new levels from Refract and community creators, a new Quick Join multiplayer feature, performance improvements, new editor tools, and more!
v1.4 Changelog (Build 6895):
General Improvements
Added new Refract levels:
Liminal (Sprint)
Serenity (Sprint)
Zenith (Sprint)
Added new Community levels:
Affect (Sprint)
Beta Echoes (Sprint)
Biotec 4 (Challenge)
Canopy (Reverse Tag, Main Menu)
Fiber (Sprint)
Fleeting Images (Reverse Tag, Stunt)
Gravity (Sprint)
Hardline (Sprint)
Mentality (Sprint)
Noir (Sprint)
Overdrive (Sprint)
Sender (Sprint)
Shallow (Sprint)
Shrine (Sprint)
Sugar Rush (Sprint)
Tetreal (Sprint)
Turbines (Sprint)
Wired (Sprint)
Online menu improvements:
Clicking "Online" now gives you the option to Quick Join, Browse, or Host
Quick Join feature automatically joins an open game, and if none are available it creates a new lobby
Improved how the loading UI handles various situations (connecting to server, refreshing server list, etc.)
Changed all instances of "Server" to "Game" or "Lobby" depending on the context
Max Players is now adjustable without having to type in a number
When unclicking Private on "Host a Game" the password field is now cleared
Removed "... has loaded!" chat message for all platforms
It now says "... has joined the lobby" or "... has joined the game" depending on the context
Host a Game: Pressing Enter while selecting the password input field now starts the server
Host a Game: All numbers 1 to 12 are options again (instead of multiples of 2)
Replaced "Back to Lobby" button in pause menu for online hosts with "Main Menu" (with added help text to clarify we're returning to the lobby)
Server Connection, Lobby Refresh, and Quick Join timeouts shortened to 15 seconds instead of 30 seconds
Changed default server name to just the name of current player so it's consistent across all platforms
Minor clean up to game lobby visuals
Now going back to the main menu as a non-host takes you back to the Online menu options
Main menu improvements:
Removed Workshop highlight section (since the Workshop area in Steam already does a fine job of this)
Removed Reddit button and gave more prominence to Discord button
The Garage button is now re-highlighted when returning from the garage in the main menu
White Lightning Returns: Improved building placement and decorations with minor track alterations in the second half
Improved graphics performance in many levels (especially in Lost to Echoes)
Re-ordered Sprint and Challenge sets to more closely match difficulty progression
Replay_Music_Playback_Speed RTPC is now reset after unloading each level
Level Editor
Added new foliage particles (textures 106 - 111)
Improved music track selection window (used in Level Settings, MusicZone, MusicTrigger, CutsceneManager, and AudioEventTrigger)
Improved Particles "Seed" tooltip text
Groups are no longer dissolved if "Ignore Culling" is on them
CinematicCamera: Setting "Trigger Time" to -1 now enables this component to not ever return to the chase camera
Added new level editor objects: HalcyonTri, HalcyonTriSingle, HalcyonTriCollision, and HalcyonTriSingleCollision
Here's a helpful reference sheet showing what's available with the new particle textures:
As for changes to music selection in the editor I made this handy chart for converting from old IDs to the new names: MusicCueID Conversions
Bugs Fixed
Fixed bug where going from the level grid to the level set buttons could result in nothing being selected (e.g. after returning from Adventure)
Fixed bug where the diamond flare would appear with the "finished" medal image in the split-screen pause menu
Fixed bug where menu camera rotation/zoom could be affected while hovering over an input field
Fixed bug where the Visit Workshop button was visible on non-host game lobbies
Fixed bug where "No Servers Found" wouldn't appear if using server browser checkboxes
Restored missing texture links for HalcyonCoilgunInternal material
When in Steam offline mode it no longer tries to auto-search for replays upon level load
Fixed bug where entering a seed into Trackmogrify and pressing Enter wouldn't close the menu in the lobby
Fixed bug where you could access locked levels using the advanced level select menu (both Solo and Online)
Fixed bug where animation timing in Instantiation was off by a few seconds and the power poster wasn't counting down
Fixed bugs with button selection in the lobby after returning from Customize Car, Trackmogrify input, or level selection
Fixed bug where Legacy levels were locked even if you had the Gold Collector achievement
Fixed bug where replays using cinematic cameras (e.g. Variant Blue) wouldn't work with level triggers due to culling issues
Fixed bug where two cars were visible during the Collapse (Nexus campaign) cutscene
Fixed bug where deleting a profile wouldn't reload the main menu (and progress bars would be incorrect)
Fixed bug where having a checkpoint in a group could result in the entire group changing color
Congrats to the creators whose levels were selected for inclusion in the Horizon Update! Once again we're impressed by your ambition and creativity and we're excited to share your creations with players.
We're looking into hosting another dev stream fairly soon to play through v1.4 so stay tuned for news about that! I'm also working on a much longer write up that discusses the PS4 build, thoughts on Distance's development, and a peek into Refract's future.
Until then we hope you enjoy this update! Let us know what you think of v1.4 below!
After finishing the score ranking level, if you start the score ranking level again without ending the game, it was discovered that the score was added to the previous score. However, since there are players who have challenged the level multiple times and gained a high score, I would like to change this ranking to "How many enemies have been defeated" without modifying the game. With "Air-Combat" and "SkyGameChanger-AirCombatII-", the score is properly reset to zero.
For a long time we worked hard to produce as much new content as we can trying to make your game's opportunities as wide as possible. As a result, the Deck of Ashes became much larger which affected the game balance. So the in-game economy was most affected feature. Let's begin! :)
THE ECONOMY BALANCE FIXES
The main problems associated with the economy disbalance, we considered an excessively large number of resources available to the player and duration of a storyline campaign. A lot of work was produced.
Prepare to tighten the belts
The number of chests, especially with 3 keys was reduced;
The amount of Ash storms is slightly reduced;
The ratio of the number of teleports has been changed. Now you will see more teleports in the red zone than in the yellow one;
Slightly reduced the number of battles and the chance of Ambush;
Fights rewards was reduced;
An amount of extractable resources was reduced;
The size of the dungeons in all chapters and the amount of resources, battles and chests inside were reduced;
The duration of the second chapter is slightly reduced;
Creating cards on a camp now costs less ash than the Blacksmith in Camp.
Despite such a big changes, the updated economy balance is an improved and more sparing version of the one that was when the game came out in early access. And, as a good game is supposed to be, the updated economy balance is friendlier to the new players, but now it is quite capable of challenging the masters of the Deck of Ashes :)
An important note:
The new economy balance is available only at the difficulty levels Adventurer and Martyr. Difficulty levels Wanderer and Raider will maintain the previous balance of power, taking in itself only a decrease in the duration of the second chapter and the size of the dungeons.
NEW SPEED MODE
You asked a lot about this, friends. We have heard you. Thank you :))
The general pace of the game has been increased, as well as its individual elements:
The speed of changing of turn was accelerated;
The speed of playing cards by the enemy was accelerated;
The interface animations were accelerated;
Moving around the in-game map, as well as a large number of small details were accelerated.
You still can turn off the Quick mode in the settings. It would return the speed of the game that was before the update.
NEW ANIMATIONS OF MONSTERS AND CHARACTERS
And here is the cherry on the top! More than 60 new animations were added in the game!
With this update, characters, bosses and all monsters will receive unique animations of non-attacking abilities that trigger during summoning, healing, and power-ups.
THANKS FOR READING AND DO NOT FORGET TO UPDATE THE GAME!
FACEBOOK - fresh content everyday! DISCORD - discuss your deck with the community INSTAGRAM - plenty of animated monsters :) TWITTER - stay in touch with us!
We're releasing the closed beta this weekend for those who join our Discord server -> https://discord.gg/uVA2SZe You're on time to get exclusive access and you can become part of an incredible Discord meta-game that takes place in the Profane's universe.
Share your scores in the game this weekend and win prizes for you and your Discord team. The beta will be playable until Sunday, so hurry up and JOIN US!
Just a quick update for you Brunch lovers! Weve fixed a handful of bugs, and made some changes to some graphics in the game:
- Updated graphics for Riceball Rumble! - Updated level skyboxes - Updated Toaster model - Fixed the ability to add sauce to your completed hot dogs! - Fixed an issue with BBQ lid - Fixed a bug causing korean and chinese translations not to be set at startup when using steam launch options
Added new item 'Fireworks box'. Fount under the 'defence' building tab, the fireworks box can only be used once and it will attract a group of monsters towards your base.
The help function has been improved - the help images are now short videos.
Reduced price of pet and cattle feeders.
Monsters and aggressive animals will no longer spawn in base.
Fixed bug where current ammo count was not showing for cannonman in weapons tab.
Fixed issue where walls were being automatically built when placed on floortiles.
Fixed issues where the wrong icon was displayed on batterys and water towers.
Fixed bug where bear or wolfs would sometimes get spawned on top of mountain tiles.
Fixed bug where the load game menu would not close while pressing the right mouse button.
Fixed bug where the travellers skill was sometimes lost when joining the colony.
Fixed bug where soil blueprints could not be deleted with the delete key.