First and foremost we would like to thank everybody who had a chance to play our game. That means a lot to us!
Repressed is a game focusing on a difficult topic, which is mental health. For us, it is a very important and personal issue. We did our best to create the most immersive experience possible. We are all extremely grateful you decided to invest your time in our game and experience the story we wanted to tell.
Additionally, we would like to thank you for all the reviews you keep posting. We read and analyze every single one of them because we highly value your opinion.
Your support gives us the strength to make more games.
Your suggestions give us ideas to make things better.
Although we cannot comment on all of your reviews, know that we hear you. And we listen.
Hi, In the last month, we update many new contents. The gameplay part is finally done here, and the new ui and 3d version monsters will come soon. Now let’s look at updates.
1.New Game Modes Architect Mode The map if fully covered by the ground. Gain platforms instead of grounds.
Scavenger Mode Choose 1 from 3 while looting equipment, and equipments are not unique anymore. Select at least 2 while choosing system plugins.
Actuary Mode Gain double money after battle, but will not gain supply draw chances anymore. Draw supply cost 25 money and the price will increase by 25 after each draw.
2. Battle Preparation Modules
At the start of the battle, you can config the craft table. Except the blueprints, you can also select mission modules, which will grant you reward on complete.
3.New Turrets
We have 7 new turrets
T1/T2 Timespace Cube To every non Timespace Cube turrets in the attack range, provide attack range equal to half of the Cubes' attack range and 400/1000 attack. For every tiles of blocked attack range, provide an extra of 400/1000 attack. Timespace Cube cannot attack.
U Reaction Catalyst Apply 80 layers of acidburn and acidburn vulnerability to target for 10 seconds, and will not stack. Choose target randomly.
V1/V2 Dark Matter Projector Base attack is 0. Increase attack by 2500/10000.
W1/W2/W3 Rock Fort The minimum attack range is 6/8/10 tiles, and the slowest attack speed is 5/4/3 seconds.
X1/X2 Meltagun For every times attacked, quicken attack speed by 1 second.
Y Quantum Sling All of the Quantum Slings share their equipment slots. The count of slots equal to the number of Quantum slings plus 1.
Z Revolver Cannon Can only attack ground units. Attack range type is semicircle.
4.New Equipment
Function If equipment count is even, increase splash range, attack range, blocked attack range by 2 tiles, crit damage by 200%, crit chance by 50%; If equipment count is odd, the bouns is halved.
Angry Boar Increase attack by 100% of the base. On attack, until the end of the battle, slow the attack speed by 1 second up 5 times and increase attack by 150% of the base.
Red Mushroom For every times dealt damage, increase base attack by 50.
Rivergraph's Kindness Slow the attack speed by 3 seconds. For every times dealt crit damage, increase crit damage by 100% until the end of the battle.
5.New Difficulties Difficulty 7 and 8, turrets will start with 3 equipment slots.
6.Balance So many balance changes, only list the most important change here. H1: blueprint change to A1+D1+F2, and the upgrade cost of H1 is reduced to 100. K1: blueprint change to B3+D3+F1. The 7th Totem: the effect on attack speed equal to 7 change to add 1 bullet count for every 14 seconds.
7.Unlock System Overhaul We now have a smoother unlock line. You will gain unlock points on finish game, and whenever the points reach an unlock threshold a equipment/system plugin/turret/mission module will be unlocked.
There may still have some bugs hidden. You can contact us by qq group: 126203854 to improve the game. Thanks and have a good time.
Okay, the testing version has been updated again. This time, you may notice a new feature right away. Since I upgraded to GameStudio A8 - Professional Edition, I am able to create a snazzy, custom loading image :)
Main Menu
The other big change is in how you access the main menu after starting a game. Something was wrong with my script. If you went back to the main menu after starting a game, then loaded another game, or started a new game, it would cause all sorts of errors.
For the time being, until I can fix these issues, I have set it back to the way I handled this previously ... namely, that going back to the main menu restarts the game. Effectively, this has the same functionality, it just lets you see the loading menu briefly. I know it's kind of a screwy way to do things, but at least it will be stable (or more stable anyway).
A limited-time mode is open by November 6 @8PM (or November 6 Maintenance). Let’s survive from zombies and earn X2 rewards!!
*You earn X2 rewards if at least 1 person survives. *The game is over immediately without any rewards if all the players are infected by zombies. You become a zombie if your game score is lower than zombies’.
Invite your friends until November 6 @8PM (Pacific Time) and receive the following gifts: Bonus Experience(20), Bonus Beat(20) and Lala Magic.
Also, you may win a prize as in following: - #1 Special Gift: 5 players who invite 30+ friends will receive 100% off coupon. - #2 Special Gift: If new players who join the event reach level 10+ until the event is over, both thy and players who invited them will get Royal Cat's Egg. (total 10 players only) *The special gifts are delivered to winners' inbox after the event is over.
Winners of #1 Special Gift Menat Amayaaa Lane. l-S-l-*JoHn* Xhyna
Winners of #2 Special Gift Fiennes rets MisakiX Mhyra Mooniepie Zeo Oga Wooozi Jhyssa Halie
2019/10/24 1 fixed magic judgement: The range of fire impact attacks has been increased to avoid hitting enemies above the flames.
2. Reduced boss invincible time BOSS is not hit during rage (red), time changed from 1 SEC to 0.5 SEC.
3.New description was added to the reading screen Boss can't attack when angry.
4.optimized the sense of impact The animation used to stop for a short time when hitting the target, giving the player the impression that the hit was very bad. Now it has been cancelled.
5.Boss may modify The boss difficulty of the first level has been reduced.
6 life increased Initial life number changed from 3 to 10.
- Removed vsync on/off option, and vsync is always off.(Because of a known bug of Unity3D, turning sync on will cause significant input lag at lower framerate. ) - Add an option to lock framerate (30 fps / 60 fps) - The info hud at the left bottom corner supports mouse now. - Added red flickering effect on the fog of war when guards are searching players. - Fix the glitch caused by backtracking in the elevator. - Usability improvement: holding move input won't cause the player to get out shelters immediately after hiding - Added hit-stops when hitting or killing guards - Fixed the bug that the mouse is not working on OS that supports touch screen
If you have any questions, or look for teammates to play together, join our official Discord: https://discord.gg/signaldecay