Thank you for overwhelmingly positive feedback on our recently published Occupy Mars — Cinematic Trailer! We've put our hearts and minds into every scene to show you what the game is about in the most inspiring way we could. We are very happy that you like it! :)
As some of you know - we are a small team of people who dream about colonizing The Red Planet. While working on this game for the last 3 years we've learnt a lot, not only about game development but also about space exploration and Mars itself. Every day we find new important things which we'd like to add to the game.
Given your amazing feedback on the trailer and your active support on Discord, YouTube, Facebook and our other social media, we feel the responsibility to give you more information about current development status and our plans.
Together with our publisher we've made a decision that the game will be launched as an "Early Access" game first. This will allow us to expand the game after the initial release and adjust it to your suggestions.
The Early Access release will feature a detailed single-player campaign / story mode, which will already give you long hours of gameplay. Additional game modes will come to the game later in the form of updates. We've decided to focus on polishing core functionalities first, and adding some of the stuff we've already shown in DevLogs later, to make sure they are thoroughly tested. We also want to add a 3D model importer which will turn the game into real moddable sandbox which will grow based on your feedback.
After careful analysis we determined that our hopes to release in December had been too optimistic, but we are finally at the stage where we think we can set a release date! The game is currently planned to launch as an "Early Access" game on March 2020.
This date is our internal goal which we intend to keep. Please keep in mind however that it will be the first such big game released by our studio. Open world sandboxes require tremendous amounts of playtesting which are hard to estimate and may result in some delays. Our experience with releasing a smaller game Rover Mechanic Simulator taught us that the exact day of the release depends on many factors & variables which are hard to predict, so we want to be as clear as possible about the release date.
We aim for March 2020, but we will update the final date on steam after the final testing is finished. The development of Occupy Mars is a world where two of the most difficult fields of knowledge collide: game development and rocket science - both of which give best results when they are not rushed.
As some of you may know the Milan Games Week will take place next week, from Friday 27th till Sunday 29th of September.
Seeing as we're based nearby (in Switzerland), we decided to apply. We'll therefore be presenting the game personally during all 3 days of the event and encouraging players to come try it out.
The whole team (aka the two of us) will be present during the whole event, if any of you are there and want to come say hello, feel free to drop by! We'd love for you to come over and share your opinions and ideas regarding the game!
We'll also be preparing a little something extra for the event, fingers crossed it'll be ready on time! Either way it'll make its way into the next game update, look forward to it and, if you happen to be around, see you at Milan!
HQ Transmitter : Capture it and Get Massive Bonuses
- Reworked InGame Menus - Reworked Mission Completion UI - Added More Enemy Skeleton Visual Variations - FIXED Some Skeleton types would not run towards Player - FIXED in Some Cases a Dead enemy would block player movement
Upcoming Major Update on 26-27 of September -Arena -Steam Achievements
After the Major Update we will plan daily minor updates to finalize the game to version 1.0 for a stable release on win32/64,macOS,Linux.
As teased last week, we have a special update for you today. We've added a preview of a level you'll find later on in the game, created to allow you to jump around and have fun collecting things! Mind that this is a basic version and we'll improving it in the days to come.
In the main menu you'll find a new option called "Demo". Selecting it will take you straight to the new content and allow you to bounce around on big and small mushrooms (which act as springboards) in a completely new setting. Some jumps will require precision, while others are built in to allow you to just mess around and see where you'll end up!
Play around and have fun!
Next update coming on the 4th of October, stay tuned!
Howdy friends! This week has been a regular dust devil of excitement; but we're not done yet!
We announced today Death in the Wild, the first FREE expansion to Showdown Bandit! No dates have been set yet, but you can check out the teaser NOW:
Updates
As for patches and updates, we're proud to share we've been busy taking your feedback and fixing a few bugs! Thank you so much to everyone who has taken the time to send a support email; you're how the west was won.
Fixes:
An issue where traps weren’t counting as Araknit kills to unlock a game item has been patched
An issue where enemies could not see through traps has been fixed
Known Bugs/Under Investigation:
The Minecart Achievement/Outfit is triggering even without perfecting the minecart sequence. It should only unlock after perfecting the minecart sequence.
The collectible UI does not present consistently in some menus
Audience shadows may disappear after looking at a poster
A chase sequence is triggered without animated if the user accesses the menu in a transition
A few minor menu/transition bugs
Добро пожаловать в Русское сообщество!
Last, but not least, we are very proud to be testing a dedicated Russian channel in our Discord for our Russian community!!! This gives us a new way to interact with one of our largest international fanbases in a new way. While we get comfortable growing and stretching in our new Discord digs, please be patient for any new features and stop by any time at http://discord.gg/ShowdownBandit
The cliffs of Amethyst Mountain have been troublesome from the start of the project. I’ve made several attempts over the past two years but have never been that satisfied with the results — including the version that we released into Early Access, which was something of a last-minute effort to make them look acceptable. That version, which relied on very large meshes, created a lot of problems for players as they explored the cliffs — and weren’t even very accurate, as I realized when we returned to Yellowstone last month. So now I’ve made another go at it, using some new terrain carving tools that allow more control and naturalistic effects. Third (or was it fourth or fifth?) time was the charm, and I’m much happier with this new version of the cliffs It’ll be in the next patch (v1.0t, coming next week).
And along with the cliff work, I took a few hours to create a sweet little spot on lower Amethyst Creek — a twin waterfall that we found on our hike last month. (Check out last week’s devblog if you missed it: WolfQuest Returns to Yellowstone: Amethyst Creek).
Get ready to be astounded and thrilled by the AWESOMENESS of our community! This week GR-18 becomes a sorcerer, treasure hunter, & bomb squad expert! As always remember to click the level names to bookmark them for play later on - LET'S GO
The Treasure Hunter
In Espurrator's adventurous level Unusual Cliff Of Treasure, you get to explore secrets, dodge booby traps, and kill enemies -- all to find those precious jems.
The Levelhead Buffet
Lorenxochef2004 gives you the taste of VARIETY in The Big 50. You get to play with jems, enemies, paths, switches, and bombs. It'll taste so good you'll still want more!
In Sleepy Doof's level Boom Room, get ready to take shelter from bombs going ballistic. Keep your eye and ears open through the explosions to survive the room!
Hypnotic Labyrinth
Oussou's level Défiler Sournoisement is a hypnotic amalgamation of fun and anxiety. Find the key to escape this labyrinth alive!
Highlights
Pladcakes' Flop Ripcord!? is an excellent recreation of Bscotch game Flop Rocket. We love it!
Alpaca Raiser's Thunder Timing has creative ways of using zipper to solve the puzzle and find the loot. Try it out!
The Legendary Yeeter's Waitswitch Rage makes you feel like there is a ticking time bomb around. Speed through the level to survive.
The cliffs of Amethyst Mountain have been troublesome from the start of the project. I’ve made several attempts over the past two years but have never been that satisfied with the results — including the version that we released into Early Access, which was something of a last-minute effort to make them look acceptable. That version, which relied on very large meshes, created a lot of problems for players as they explored the cliffs — and weren’t even very accurate, as I realized when we returned to Yellowstone last month. So now I’ve made another go at it, using some new terrain carving tools that allow more control and naturalistic effects. Third (or was it fourth or fifth?) time was the charm, and I’m much happier with this new version of the cliffs It’ll be in the next patch (v1.0t, coming next week).
And along with the cliff work, I took a few hours to create a sweet little spot on lower Amethyst Creek — a twin waterfall that we found on our hike last month. (Check out last week’s devblog if you missed it: WolfQuest Returns to Yellowstone: Amethyst Creek).