In short: GameDevDays was phenomenal. The speakers and the community made it an absolutely amazing experience for us.
It started off a little rough considering that we could not borrow a reasonable size car for the trip to Graz and with all the tech equipment we needed to bring along it was a miracle that everyone could squeeze in. In the end we did get there even if a bit cramped. The next hoop we needed to jump was a mix-up with our accommodation (someone was already in the room we booked :O ) but eventually we solved that, too.
From then on, our trip just became better and better. The organizers of the show were helpful and easy-going, the venue was really cool for the size of the event, and then there were the speeches. It would be hard to list all of them, but our favorite two were probably Josh Sawyer (Obsidian) and Marta Fijak (11 Bit Studios).
The visitors who played Vagrus all praised its art, music, story, and enjoyed it so much that one guy that they often ended up playing for hours on end. Someone managed to establish a new record: he played for three hours straight. On the second day we had to put an additional laptop to work so more people could try the game without waiting for long.
The greatest moment of course was when RPG dev legend Josh Sawyer came to our table and played the game himself.
As the lead designer of many great RPG titles (Neverwinter Nights 2, Pillars of Eternity I-II, Fallout: New Vegas), Josh is a role model for us and his works are very important sources of inspiration, so him playing Vagrus and talking about RPGs was a dream come true. Our team was beaming when he joined us for a team photo, too (see the header image of this post).
The conference was an eye-opening experience from a community perspective as well. With support from the city of Graz and Technical University Graz but mostly thanks to the many dedicated organizers and volunteers from the gaming community, this event felt like everyone knew each other and looked at each other as friends. We listened to the local GamedevTunes orchestra with awe at the opening of the event and at the closing night-out, not only because they were awesome but because having a group so enthusiastic to practice and play on stage game soundtrack tributes from within an already small game developer subculture was almost unbelievable.
All in all, we had a great time in Graz and felt that we met more enthusiastic Vagrus fans than at any gameshow before. We would not be surprised to find ourselves attending GameDevDays Graz on future occasions as well.
The Lost Pilgrims Team ------------------------------------------------------------------------------------------------------
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August was a crazy busy month when it came to Omno. Not only was Omno demoed at Gamescom (Omnoâs first-ever conference), but it was super well received! If you speak German you can read impressions on the websites Giga (secret Gamescom tips), Spieletipps (games you might have missed at Gamescom) and 4Players (Preview with verdict âpotential hitâ) that feature Omno with positive impressions (thanks so much!) and French speakers can check out video impressions from Gameblog with hopefully even more articles to follow soon.
September was all about knuckling down and really focusing 100% on the development of Omno after the excitement of Gamescom. All the positive energy received was funnelled right back into the development cycle and hopefully, youâll agree, things are really coming along. Here is a small handful of work in progress screenshots of areas being worked on this month:
Firstly, a bunch of work has gone into the desert area in the game, adding some sequences, overhauling the overall layout to help the areaâs flow, introducing new critters and much more.
And then there is the snowy biome, trying out some design ideas for that little downhill area that really makes the most of the âsurfingâ mechanic - kinda feels a bit like 1080 Snowboarding at times (if anyone else is old enough to remember that game :D). Still not 100% sure if this is something that will make the cut for the final game, but trying out these smaller set-pieces is really helping to form the overall idea of the journey through all of the different worlds and how theyâll all tie together, which is obviously super important to the game as a whole!
Lastly, a quick look at a new âupdraftâ mechanic being adding to the cloud biome. A really important thing for Omno is making sure all of the different biomes FEEL as different as they look, so focusing on unique game mechanics in each area is a really big part of that. This oneâs a lot of fun - navigating the different flows of air to get to those hard to reach places, at a slower, calmer pace than many of the other things you do in Omno, which really changes the feel of things and gives you time to appreciate all the pretty things around you.
Anyway, hopefully, this gives you a little insight into a few of the things being worked on - development really is marching on, so more progress should be ready to share with you next month. As mentioned back in the May Kickstarter update, things are taking a little longer than initially anticipated the deeper into development we go, especially with the changes in scope made earlier this year after the surprisingly successful campaign. There is no still no exact date to tell you with any accuracy, but expect early Summer next year to be a realistic aim for Omnoâs release, and thatâs what is being worked towards. Of course, there will be more updates on this as things develop. More than anything else, Omno deserves not to be rushed and disappoint anyone, so hopefully, you understand and will be patient as work continues to deliver the best game possible to you all.
Weâll leave you with this, a new look at the canyon area of Omno. Would love to hear your thoughts in the comments section below.
We added some new quality of life updates and bug fixes...
New Room Instance browser!
This is a new tool to help Creators, Co-Owners and Mods moderate their rooms. It shows you a bunch of details about each instance, including whether anybody with mod powers is already in that instance. You can also directly join a specific instance from this screen.
To access it, go to This Room > Settings > Room Instance Browser
We fixed some issues with VR comfort mode and room warning screens:
Comfort mode can now be turned off if it was enabled via the room warnings screen
Comfort mode option in room warnings screen now remembers your previous choice
We fixed a bug where comfort mode could be wrongly enabled if you cancel your room switch after the room warnings screen
We implemented "safe mode" Dorm Room on non-VR platforms! This allows you to load the default Dorm Room in case your custom Dorm gets into a weird state. To activate this on"
iOS: Launch menu > Profile > Safe Mode
Other Screens: Choose "Sign in to another Rec Room account", then toggle "Safe Mode"
New notifications on iOS:
You can now choose to get notified when you receive a new friend request
You can now choose to get notifed when your favorite friends come online
Control notifications in Watch > Settings > Experience > Notification Preferences
More bug fixes:
Fixed a lighting issue that was making some custom rooms look weird on iOS.
Fixed usernames being cut off on most platforms.
We took the Crescendo of the Blood Moon necklaces back from Dracula, and made sure your hard earned items are available in the mirror UI!
Fixed an issue where Room Chat could cause hitching.
The Battle Pass system is a new feature of the Conquerorâs Blade Season 1 update, by which you can increase the rewards you earn by progressing through a sequence of Tiers during the course of the Season. It is predicated on a new time-limited levelling system where you earn Glory points by joining battles and completing weekly Seasonal challenges. The more Glory points you amass, the higher your Nobility Tier and the more rewards you earn during a Season.
You can track your Seasonal progress via a new interface that becomes accessible when you reach level 10 and can be opened by pressing F5. It is represented on screen as a golden trophy icon to the left of the main toolbar.
There are four panels that comprise the Seasons interface:
An Overview that displays your Nobility Tier and current Conquest Token total.
The Rewards page that details the Free and Battle Pass benefits of each Tier (and also the screen via which you can buy a Battle Pass).
A panel that details the current weekâs Challenges, the successful completion of which earns you Glory. If you completely a certain amount of challenges each week, you get additional rewards via the Challenge interface!
The Season Store, which is where you get to spend the Conquest Tokens awarded to you as part of Seasons gameplay.
Conquest Tokens (CTs) are specific to Seasons and form a large part of the potential awards that come from attaining a new Tier. Everyone is entitled to the Free rewards associated with specific Tiers, but if you have a Battle Pass (available for 1000 Sovereigns via the Rewards tab) you will be eligible to receive extra items and Conquest Tokens as you climb each new Tier.Â
For example;
There are no Free rewards at Tier 1 of Season 1, whereas those with a Battle Pass will receive âGrace of the Godsâ (permanent 50% boost to Glory for the Season 1 Battle Pass duration) and the âStygian Order Attire Setâ.
At Nobility Tier 2 all players will receive a âPayroll Chest of Bronze Coinsâ, with Battle Pass owners also benefiting from 40 Conquest Tokens.
Note: As you will retrospectively receive all the rewards up to and including those of your current Tier, you wonât lose out by waiting until later in the season before picking up a Battle Pass.Â
It is possible to attain a Nobility Tier of 200 during the course of a Season, which will amount to dozens of items and potentially thousands of Conquest Tokens being acquired. As mentioned, those Tokens can be redeemed via the Seasonal Store, which features exclusive attires (for Warlords, mounts, units and weapons), schematics, War Scholar consumables (Battle Relic, Treatise), as well as items more commonly associated with the main in-game Store (XP cards and Premium Account time). As a guide, Seasonal Store prices range from 10 Conquest Tokens (for a 10-Battle Unit XP Card) to 3,000 Conquest Tokens (for the stunning Turul Set).Â
Please be aware that as a feature of Seasons gameplay, Glory points, Nobility Tiers and their stated Rewards are all reset prior to the start of a new season. Of course, you get to keep all the items youâve been awarded through having a Battle Pass, however, the benefits of having a Battle Pass do not carry over into a new season. Battle Passes bought during a season expire when it ends.
Today we're releasing an update for the game, with general improvements, options additions and bug fixes that we've been working on these last weeks.
We're also doing a re-release for Japan with this update too! We're improving the Japanese support in the game, as we've added newly re-localized Japanese texts (done by Kakehashi Games) and improving the font system too to fix certain issues.
Thanks as always to everyone that has played the game and for all your comments and support!
If you enjoy the game think about leaving a review here, as it will help us a lot!
Patch Notes: 1.0.2 . Added new Japanese re-localization. · Fixed the Japanese font sometimes showing wrong characters. · Fixed localization errors in Spanish and Catalan. · Improved the subtitle size system. · Added voice volume control in Options. · Increased range of the camera view rotation. · Fixed a bug in the respawn system of level "Shapes of a Memory". · Improved the respawn system of level "Longing of the Stones". · Fixed the configuration of a switch system in level "Structured Thoughts". · Fixed an issue with the levels game state when finishing the game. · Fixed occasional audio glitches when changing between levels. · Improved screen fading when changing between levels. · Improved orientation of collected orbs when following the player. · Added general minor improvements and adjustments. · Improved general performance.
Due to the massive load of work that is required to make everything we planned for S8 happen we have to delay the release of the season with a week, so the new release date is 17th.
Dear agents, In this last update before the full release in November, we focused our efforts on balancing the gameplay and improving the feedback of your actions. This will make the game more rewarding when making the right decisions. We're quite confident those changes will make the overall experience less frustrating and more satisfying. Please let us know your impressions.
Full patchnote
--- 0.21.0 ---
Visuals New buildings for South Korea, Germany and China
Balancing
Opponents now research the ultimate technology just like the player
Balanced some contracts that were too difficult to complete
Hacking is now working as intended in relation to the position of the hacker
Traits bonus have been increased
Contract requiring a drone are now completed after the drone has reached its target
Honest and Suggestible traits don't prevent agents to bribe or convince targets anymore but decrease chances of success
Rework of counter-espionage mechanics: the number of spy in your country is now related to the number of scientists in your Sigma lab
Drones now need 2 days to travel to an other country
Scientists exfiltrated from an eliminated country are not affected by the prisoner trait anymore
Diplomacy: compromising files don't decrease relationship anymore and make the negociation easier
Ranking is now based on the Sigma tokens collected and final tech progress rather than the total progress on each branches
Various
Various UI improvements
Modified hacker detection mechanics
Prisonners' will is now reset each day
Clicks during dialogues now display instantly the speech bubbles
Various balancing tweaks
Scientists' identity is no longer hidden when displaced to an other country by an opponent
Ranking is now based on the avancement on the final project (or on sigma points if no one is searching the final project)
Bugs
Fixed bug when conflict starts as an agent discovers the first scientist
Fixed bug where wrong diplomat could talk when a war starts
Fixed bug when agent quits at the same time that they are supposed to arrive to a country
We just released the Brawl Tournament Update! Enter the Brawl Arena and fight other players drones using close combat weapons like saw blades, spikes and drills. We also added a couple new drone parts to the game.
To celebrate this update, Nimbatus is 20% off on Steam for the next two weeks! We are also running a giveaway on Twitter
Patchnotes 0.8.2
New Features:
New Brawl Tournament
Added German localization
Added different camera modes to the tournaments
Added sound effects to all travel events
New Drone Parts:
New mechanical part: Flipper
New melee weapon: Bumper
Reworks:
Changed the look of the Tournament UI
Reworked all the UI labels to be able to scale dynamically in size
Added torque and option to reverse rotation for saw blades
Balanced the damage of all melee weapons
Added timescale-slider for Autonomous Racing
Added Music for Asteroid fields
Updated melee weapon sound effects
Updated melee weapon particle effects
Bugfixes:
Fixed sorting issues with Drone and Container on Space Missions
Fixed rare case in which cryo container would not spawn on lava planets
Fixed bugs where the game still ran in the background after exiting
Misc:
Upgraded our engine to Unity 2018.4.6f1
We are also preparing for the full release and working on the localization of Nimbatus. This update adds a first version of German translation. More languages will be added in the following months.