As Blade Dancer came flying out in Update #202, a wave of more updates is certain to follow in the wake of the practitioner of one of the oldest art of the Star Traders people. Update #203 releases a new class of primary melee weapon -- the Straightblade -- improves a zone Rumor, adds custom window sizing for Linux
However, first we have a final call to action for our Cyber Knight: Flashpoint Kickstarter campaign!
Cyber Knights Kickstarter - Last Chance!
With 36 hours remaining for our Cyber Knights: Flashpoint Kickstarter, we are reaching out to ask for your support! If you have enjoyed Star Traders: Frontiers, its 6 major expansion packs of its 203 updates consider this an easy way to pay it forward and help us expand the funding for our next game with a $15 discounted pre-order copy.
Cyber Knights: Flashpoint can be summarized easily as a cyberpunk XCOM but this high level summary is missing all the details that make Cyber Knights so unique and exciting. Some check out the campaign and read about our flexible stealth model, the way hacking mixes into fighting back against the security system and how we're ripping out the tile-based approximations and going fully gridless. Come read about our heist mission system that focuses on preparation steps instead of just reading a mission brief. Come, bribe a Bravestar security officer to slow down the arrival of off-site security by 10 minutes. Come on, step into your criminal safe house and base build while managing your network of fixers, Yakuza, gang bosses and corrupt corporate leaders. Get a cybered war dog, pilot three drones at once, graft titanium to your skeleton and go full Wolverine with hand claws.
We have only a few hours left, come take a look at our campaign and know that we're going to build the game with the same dedication and passion we brought to Star Traders: Frontiers. C'mon chumbo, pledge to Cyber Knights: Flashpoint Kickstarter https://www.kickstarter.com/projects/tresebrothers/cyber-knights?ref=6n6pht
Straightblades
A very specific design and manufacturing process is used to create the straightblade, a lighter shorter weapon that is still used as the primary blade. All classes of Straightblades rely on Quickness over Strength for attack accuracy. Straightblades like the Stywrit and Crass are for sale from Contacts who sell weapons while other powerful Straightblades can be recovered from Orbital Salvage relic weapon cards. Aside from relying on Quickness for attack, Straightblades also feature higher Piercing %, lower Damage and a more balanced Accuracy and Parry set.
Recruiting during Starport Closed Rumor
Many Rumors have impacts on recruiting availability or levels. Thanks to @Dr. Spendlove for the great suggestion to improve the generally negative Starport Closed Rumor with a recruiting bonus. With work halted at the starport, skilled mechanics are looking for other work and willing to go offworld to get it. Any Mechanic recruited in the hall or from Contacts gains +2 bonus levels.
Negative Jump Cost
While there was a valid strat for a while to achieve a negative Jump cost for your ship and then generate Water-Fuel by hyperwarping -- this bug is now closed. Your jump cost will never drop below zero with Update #203.
Custom Window Sizing
On Windows and Linux you can now use command line arguments to define your own window size. You can set these directly in the Steam client. There are 4 arguments used in order, such as:
winwidth 1820 winheight 900
These have been available on Windows for a while but are now available on Linux as well.
v3.0.47 - 3/3/2020
- Added new type of primary blade weapon -- the Straightblade relies on Quickness instead of Strength - Added 2 high level Straightblades for sale from weapon selling Contacts - Added 2 high level Straightblades to the relic weapon card from Orbital Salvage - Starport rumor increases level of Mechanic hired at Spice Hall by +2 levels - Fixed: Negative Jump Cost can add Water-Fuel when jumping - Fixed: Issues where "Brooding Jyeeta Spore" could generate too many artifacts - Slight increase in Retrain Costs, fixed Custom Difficult Retrain Costs to equal "Hard" - Added custom window size command line support for Linux (winwidth, winheight) - Fixed typos with Blade Dancer Talents
Each character you create in the World on the Edge of the Inside Out has a standard portrait of a resident of the Empire or Union.
To go to the editor, click "Open character portrait". Select one of many portraits available in the editor. It will be the basis for the appearance of your character. Then you can select and change any of the proposed options:
Hair
Eyes
Nose
Lower part of the face
Add scars, tattoo
Glasses
Oxygen mask
A portrait created using the editor can only be applied to a character who has reached level 10.
The first change of the standard portrait to the portrait selected in the editor is free.
For changing the Unique portrait to the portrait selected in the editor, you will have to pay a few gold coins. In this case, the unique portrait will be removed from the game forever.
The number of portraits and proposed options for editor may be increased in future updates.
What is the difference between Unique portraits and portraits created using the Editor?
Unique portraits are painted by our artists in a single copy. These portraits don't exist anywhere else in the world.
The editor enables you to create the appearance of a character from a specific set of portraits and proposed options available to everyone.
Lucas Horn, the Federation's liaison with UMC at ‘New Eden’ station, says that his old friend has arrived in the fringe sectors. Captain of a free cruiser ‘Scotland’ is known for bravely sailing ti the most dangerous corners of space, and he always returns with particularly valuable cargo.
Special Offer From Lucas Horn: only today, on March 4, 30% off Nightingale ship components! They can be purchased directly from the ship tree.
Nightingale is the embodiment of elegance and confidence. Show off your piloting skills! MHD generator provides increased power to your weapons if you do not neglect engine power. Speed and the ability to conceal yourself and the team are your main trumps.
The special offer is valid for a limited time and will end on March 5!
Hello folks, we're back from PAX East where Necronator: Dead Wrong was playable on the Modern Wolf stand along with Kosmokrats and Ostranauts.
Thanks a million to all the folks who came out to play it! If you missed us, fear not: Necronator will be at other shows around the world this year. We'll give you a heads up on the Modern Wolf Twitter and right here on Steam, too.
While some of our team was manning the floor at PAX, the rest of the Necronator: Dead Wrong crew was working to get the INFINITY UPDATE ready to drop tomorrow. Check back here for more news in the morning UK time.
At long last, we are getting to the top vehicle of the Spirithaven Asian branch – the long-awaited K2 Black Panther South-Korean Main Battle Tank.
The K2 Black Panther is currently possibly the most advanced mass-produced Main Battle Tank in the world. Unlike most other MBTs in the world that have their roots in the 1970s, the Black Panther was mostly designed in the 21st century and makes use of cutting edge technologies. Around two hundred were built for the South Korean military with more being offered for export all around the world. More about the history of this tank will be unveiled in an upcoming article.
In Armored Warfare, the K2 Black Panther will be a Tier 10 progression Main Battle Tank, unlockable either from the AS21 Redback or the K-153C Tier 9 AFV.
Gameplay-wise, the Black Panther will resemble the Altay Tier 10 Premium MBT as a highly-mobile MBT that will feature a number of high-tech solutions, compensated by only mediocre armor. Let’s take a look at its characteristics in detail but please do keep in mind that they are preliminary only and are subject to change.
Let’s start, as usual, with the protection levels. The armor on this tank will be quite thin, roughly on par with the Leopard 2AX or Altay. However, the tank will feature ERA, the KAPS hard-kill APS as well as special smoke grenades with better properties than usual. Additionally, the tank uses an advanced ammo rack with significantly reduced damage from ammo explosions.
But where things do get really interesting is its mobility and firepower.
For starters, the vehicle will have hydraulic suspension, allowing it to tilt to all sides as well as to lower itself to the ground. Thanks to its 1500hp stock diesel engine, it will also feature good mobility (70 km/h maximum speed, acceleration from 0 to 32 km/h in 4 seconds). But all that is just the beginning. The tank will feature an upgraded 1650hp diesel that will make it accelerate even faster (acceleration improved to 3.7 seconds) as well as yet another upgrade that will make it accelerate and turn even better. All in all, it will be one of the most mobile MBTs in the game, second only to the Altay and the CATTB.
Firepower-wise, the Black Panther will be armed with a 120mm L/55 gun, but don’t let that fool you because those are some really sharp claws indeed. Its strength will not lie in a vast amount of available shells though – in fact, the tank will only have one main type of ammunition (APFSDS shells with 850mm of penetration). The real trick is pretty much everything else that there is to this weapon system because you’ll be able to choose from two variants of this gun:
Ready Rack (3 rounds, 4 seconds between shots, increasing to 9.5 seconds once the rack is depleted)
Magazine Autoloader (2 rounds, 4 seconds between shots, followed by 13 seconds of magazine reload)
This basic choice does not look all that important with the base values listed above but the difference between both options will become more apparent with the other optional upgrades. For example, after choosing your weapon type, you’ll be able to unlock the next tier of upgrades, where you will choose one of the following three improvements:
Upgrade to overall reload time (10 percent)
Upgrade to Ready Rack/Magazine rate of fire (50 percent)
Increased capacity of Ready Rack or Magazine (by 1)
The next tier of upgrades will feature yet another set of similar modules, so you’ll be able to for example combine two capacity upgrades, or two reload time upgrades, or one from each – all up to you. It’s also worth noting that the gun will have truly excellent depression and elevation values (-11/+20 degrees without suspension, -16/+23 degrees with it).
The Black Panther will also be able to use the Designate Target ability, making enemy vehicles take increased damage.
Three Additional Progression modules will be available to this vehicle:
Hybrid engine that reduces this vehicle’s maximum speed to 55 km/h but significantly increases its acceleration (0 to 32 km/h in 2 seconds), agility and, as a bonus, it’s impossible to set on fire
Improved Targeting System that increases the spotting range and the duration of the Designate Target ability
Enhanced Maintenance Kit that makes module repairs 30 percent faster and provides additional module protection
And last but not least, Commander Kwon Han will also be possible to unlock from the K2 Black Panther.
All in all, the K2 Black Panther will be, as we mentioned above, a highly mobile MBT, suitable for aggressive gameplay. While its armor won’t be great, its module protection (especially with the Enhanced Maintenance Kit unlocked) will be second to none and its KAPS hard-kill APS will keep it safe from an occasional stray missile.
In skilled hands, this tank will be a deadly tool in PvP, but will also be capable of delivering sustained fire in PvE, albeit in a more supportive role since its active defenses would get overwhelmed quickly when facing a large number of opponents. Its active suspension will allow for extremely comfortable gameplay and with all Additional Progression modules unlocked, few other vehicles will be able to go toe to toe with it in a duel.
We hope that you will enjoy this vehicle and, as always:
Today we're going to go for something a little different, with less focus on the game itself and more on Solasta as a project. Back in September, we were contacted by quite a few indie devs asking questions about Kickstarter. How can you make it work? How do you bring more people onboard? What makes a successful Kickstarter? If you too are curious about this topic, you just came to the right place because we’re about to share what we learned from our own campaign.
Unfortunately I won’t be able to share with you the secret recipe for success because... it probably doesn’t exist. As much as we want it to, there simply is no failsafe method to run a successful Kickstarter Campaign when you’re a small indie studio. Well, that was a short article... More seriously though, while you can’t guarantee anything, you can certainly increase your chances.
Preparing your Campaign
Running a proper Kickstarter Campaign takes a lot of work - especially if you’re a solo dev. Aside from creating your Kickstarter Page Description and Project Image, you’re going to need a video and a good amount of visual assets from your game. But most importantly, people want to see gameplay - you’re making a video game after all! This is not to say that you shouldn’t share your gorgeous concept art, but if that’s the only thing on your page you’re going to be in trouble.
Kickstarter projects funded, Video Games (above) / Tabletop (below), courtesy of Thomas Bidaux (ICO Partners)
And for good reasons too; there has been plenty of successful video games on Kickstarter that just... never released. Whether due to malice (scam projects), mismanagement (money not properly put to good use) or bad planning (the amount was never enough to finish the game in the first place), Kickstarter backers have been burnt in the past when it comes to video games. This is notably why the Tabletop section of Kickstarter is much more successful than the Video Game section - the vast majority of Tabletop campaigns already have a fully playable and complete game, oftentimes playtested at a few Conventions beforehand. They just need to use the money to manufacture the game, the risk of not receiving your reward is low risk outside manufacturing or transport issues. Video games, on the other hand, are more risky - the complete game doesn’t exist yet, and may not ever be finished. And even when it does, you run into issues like heavy delays (up to a few years for some project...) or more recently switching from Steam to Epic Game Store.
Even with large projects like Shenmue 3, backers are still at risk of a bad surprise
Anyway, back to the topic! Point is, for Video Games you’re going to have to work hard to convince people. You need screenshots, gifs, anything that can show the "real game" to your potential backers. In the case of Solasta, we created a public demo for our Kickstarter campaign, which both served as a way to reassure people that the game really exists, and to have them experience the gameplay and send us feedback. And if you’re a game dev, you already know - making a clean demo build can be very time consuming.
For instance, Dungeon Drafters has this nice little gameplay gif at the top of their page
So to summarize, you need to take time to take screenshots, make gifs, have a demo ready (if you can), write up the Description Page, have a Project Images that makes people want to click on it, make a video with gameplay... Time that you’re not spending working on your game! And that’s before the campaign even started. Oh and if you don’t have any gameplay to show... you’re probably way too early in your project to run a Kickstarter Campaign.
Communicate Ahead - Way Ahead!
Launching a Kickstarter Campaign doesn’t mean people will suddenly flock to your project. It is estimated that only 30% - 35% of the pledges come from Kickstarter users, meaning 65% - 70% come from your own community. No one ever heard of your project before you launch your Kickstarter Campaign? Well, miracles can happen but... do you really want to rely on one?
The team working on Saviorhad some very nice videos & gifs on Twitter to announce their Kickstarter
The gist here is that you should communicate about your game way, way before even considering Kickstarter. Twitter, Facebook, Reddit, Discord, Instagram, Youtube... whatever you feel more comfortable with (choose a few and stick to those, you probably won’t have the time to do everything). You might see that as time you’re not spending developing your game, but if you’re thinking of going to Kickstarter it means you’re trying to grow your community. And you can’t grow something from nothing, you need to have a community to start with. Oh and when I say communicate, I don’t mean going to other game devs servers uninvited and advertising your project. Please don’t do that, it’s both rude and unprofessional - and it doesn’t paint a good image of yourself or your game. Create your own spaces, share your work in places that welcome it, engage with those who are curious about what you just showed them.
Everspace 2 had quite a few streamers lined up to play their demo, giving quite a nice visibility boost
And try reaching out to game journalists and websites with a short gameplay video (from the one you prepared for Kickstarter), or influencers you may know- it can only help. At worst they won’t answer or gracefully decline, no harm no foul. And at best? New friend! :D
Money, Spreadsheets & Planning
A lot of people hate talking about money. Video game is a passion after all! We shouldn’t be there counting coins! Yet if you don’t prepare accordingly, you might just end up being another game dev unable to finish his project. You know the saying, "the road to hell is paved with good intentions" - at the end of the day if you don’t deliver your game, to everyone else it doesn’t matter if you really tried hard. Well, the silver lining is that you probably picked up a lot of experience so you’ll have better chances next time!
Anyway, you need to sit down, think and plan. How much time do you need to finish the game? How many people do you need to help you, on what you can’t do yourself like music or art? How much more do you realistically need? I’ve seen projects that asked for so little it would barely pay for a single person’s salary for more than 3 months. Now don’t get me wrong, there’s nothing wrong with that if you have other sources of funding (which you hopefully have) and that Kickstarter money comes to ensure that you can make it to the goal. In fact, it is extremely unlikely that the money raised through Kickstarter alone would be enough to pay for your project, so don’t put all your eggs in a single basket. But on the other hand, don’t ask for too little - else you might not be able to finish your project, or people may believe you aren’t able to scope your own project properly.
Once you have a number in mind, check out how other Kickstarter projects that are similar in scope to yours did. A little sanity check is always important to make sure you’re still in line with reality. Look at the price of their tiers, look at how many backers they had... And make a quick mental note of what the goal you have in mind would imply. If my backers paid an average of X USD, how many backers would I need to reach my goal (and vice versa)? Adjust these numbers until they seem realistic enough - backers won’t pay an average of $100 for your project (at least not in video games), and you won’t manage to get 20,000 backers out of nowhere either. If you feel like you’re going nowhere, your goal may be too high - meaning you need to find money from other sources.
At the end of the day, you should have a solid plan in mind before you launch your Kickstarter. What are your tiers, what are your rewards, how easy they are to implement in-game, how many backers do you need ad minima... Again, a lot of work that is not you working on your game.
Your Campaign is a Marathon... and a Sprint!
Alright, that title might sound a little confusing but bear with me for a second. You’ve just launched your Kickstarter Project, what should you be prepared for? Well, the first 3 days of your campaign are extremely important. This is your first sprint, you’ve got to make those first 72h count. Most successful Kickstarter campaigns make at least 30% of their funding goals in these first 3 days (although exceptions do exist). And those widely popular projects out there that make more than twice what they’re asking for? They usually end with more than 50% of their funding goals by the end of the first 72h.
This is what Solasta’s first week looked like, the numbers go down very quickly.
So prepare yourself and be present during that time. Answer to people’s comments, write updates (at least once a day during the start), communicate on your Social Media pages... And try not to press F5 too often. The start of the campaign is often mentally taxing because you just know how much rides on these first days, so if you can have some friends or family help you relax by just dropping by for a chat, sharing a warm meal, downing a cold beer or just beating the hell out of each other on a fighting game - small things like this can help.
Zhelter is a rare counterexample to the 3 days rule, with numbers staying relatively stable
Now after those first few days are over, things are gradually going to slow down. You’ll get less backers per day and that’s normal. This is the marathon, where you will need to communicate regularly (at least once a week would be my advice, we did twice a week), keep an eye out for questions and comments that need answering - but otherwise you should go back to a more regular rhythm in your development schedule. Unless you put out a demo which needs fixing - that’s a priority as you don’t want your players to be commenting on game-breaking bugs when they should be focusing on the gameplay (minor bugs are okay, it’s an early demo).
So... should you just let the ball roll on its own? If you’re happy with how your campaign is going, you can. If you want more people to drop by, you should keep reaching out on Social Media and the likes. Maybe some game journalists could be interested? There might be some Streamers or Youtubers who specialize in your game’s genre? Even if very few will play a demo because it’s often too short to last for a significant portion of their stream, they might mention your project at some point. Most of the peaks in the middle of Kickstarter campaigns happen because of some huge announcement or a popular influencer suddenly picking up the demo, driving people to your page. In our case, this happened when we partnered with Critical Role for an episode of #EverythingIsContent.
The last 48h of the Solasta campaign compared to the 2 weeks preceding it.
Alright, the campaign is almost over - now what? Prepare for your second (and last) sprint. See, when people check your Kickstarter page they can decide not to back immediately, and instead follow your project. And 48h before your campaign ends, every follower will receive a reminder email from Kickstarter! This means you’ll suddenly have an influx of visitors who were already on the fence before, and if your campaign has been looking good so far (or is almost funded), chances are quite a few of them are going to convert into backers. If you look around on Internet, you can usually see creators talking about follower conversion rates ranging from 10% to 25%. Again, be ready, be present, and have a few cool updates in your pocket for the last two days (and one for when the campaign is over). It is important to note that if your project is far from getting funded at that point, it’s very likely that this last push won’t save you - people usually don’t back a project that they feel will not make it.
What about Stretch Goals?
You made it, great! People really like your project, and you’re going over your original goal. So... Stretch goal time? Stretch goal time! Before we continue, I want to be very clear: DO NOT EVER ANNOUNCE YOUR STRETCH GOALS BEFORE GETTING CLOSE TO REACHING YOUR FUNDING GOAL. If you do so, people may adjust their perception of how much you’re asking for - instead of looking at the funding goal, they’re already looking at the stretch goals. And that new, higher number may scare them away. Prepare a couple of potential stretch goals before you start your campaign - and for the love of everything that is holy, remain realistic. There has been plenty of great Kickstarter projects that promised the moon, and ended up going back on some of these promises - which is something that never feels good, be it for you or for your backers. That being said, if we’re talking Stretch Goals, it means you’re already successful, so congratulations!
Should I do Physical Rewards?
Ah, physical goods... everyone loves them. It can be hard to create different tiers if you don’t have any goodies to throw to the mix, and usually this is also what makes Kickstarter interesting - you get stuff others wouldn’t be able to get at release. But at the same time, I want to place a big, big warning on physical goods. First of all, making a physical copy of a video game is not easy. You have wrestle with certifications, manufacture, deals, transport... A lot of time spent, again, not working on your game per se. Second, if you go for the goodies option, you will have all the physical fulfillment to follow-up on. You will need to design the goodies, find manufacturing partners, decent price but good quality, transport partners to get them to different warehouses where they can be packed and shipped... All of that needs money, time, and knowledge. Do you know cheap yet good manufacturers when it comes to boardgames? I sure didn’t. Thankfully we knew people in the board game industry who helped us out, but not everyone may have that advantage.
My personal take on physical rewards is: don’t risk it if you don’t have the manpower, time and money to spare. In fact, you may very well end up losing money instead of gaining anything on goodies tiers if you’re not careful.
Special Thanks
At the end of the day, a Kickstarter Campaign is a great opportunity to make new friends who can help you out. I want to give special shoutouts to:
Cohh Carnage, for backing our Kickstarter Campaign and joining Solasta as a guest voice actor
Thomas Bidaux, for giving us copious amounts of tips and warnings about our Kickstarter plan
Stonemaier Games, for writing some great articles on Kickstarter and physical fulfillment
Victoria Tran from Kitfox Games, for inspiring us to write this article to help out other indie devs interested in Kickstarter
Every single one of our backers and fans, and everyone else that I forgot to mention (really sorry if I did). You all helped making our Kickstarter Campaign a huge success!
I’m sure there are plenty of things I missed in this article as it’s been more than half a year already, so if you have any questions don’t hesitate to hit us up on our Twitter thread! We’ll do our best to help :)
--- Act 3 2nd boss added, not too hard, but has his cute lore appropriate gimmick.
--- Various boss improvements for 3 bosses across the game, a bit of move variety and some much-needed balancing for a few too easy ones.
--- Map fixes to act 1 displaying nonexistent door.
--- All 20 Pugs added, appropriate achievement added, for now it will only reward you with the achievement, the true reward will be added post launch (will be awarded retroactively don't worry)
--- Store page screenshots updated to current build... they were VERY outdated being pre-early access...
Like I said the game will leave Early Access today. Once the trailer is out, we are moving to full release.
As said before, support will continue and further content will be added as I make it, focusing mostly on post game content. Thank you for reading.
As always, we strongly recommend that you join our Discord server if you want to be completely up-to-date, or just want to hang out. We are extremely active on there, posting updates and screenshots most days. And if you're worried about spoilers, we have dedicated rooms for those, so they're easy to avoid. It's also super convenient for us to receive bug reports since you can post images, but it's also a direct way to give us suggestions and other comments.
OUR STEAM GROUP
Alternatively, if you don't use Discord, please consider joining our developer page here on Steam to get the latest news and updates, discuss any Pugware game, or report issues:
So, by popular demand I've now added save games to the game.
Every time you descend a level in standard or quick mode your game will be saved. If you exit to main menu or quit your current game you will be able to "Continue" your last session at a later date.
If you die the save will be removed or if you start another game this will overwrite your previously saved session.
When continuing a game you will always start at the beginning of the last level you entered. With all the monsters intact. Meaning, if you descend a level, kill some monsters and then quit the game you will be restored to the point where you entered the level.
Save games won't persist through updates but those aren't that frequent so I doubt that will be a problem.
This new version should drop sometime before the week ends. I have lots of kids and recently moved to a house so game development will have to take a back seat right now. But the code is done, the tests seem fine and I'm happy with how things work.