Combine in Blood Knights your vampiric skills with the sharp edge of your blade in this medieval vampire hack‘n‘slay. The action-packed adventure game is this week on Sale!
If you like action and adventure games please also have a look at our other titles on Sale this week:
After a long time I have not forgotten you WMR users. Thanks to the help of PanzerJager107 I finally managed to add WMR support! It took me some time because I came across some technical problems, but finally I succeeded.
I hope you will enjoy the game. I have prepared a tutorial dedicated to WMR controllers. If you run into any problems or if the control does not work for you, please let me know in the comments.
Hello and welcome to the new update of Alchemy Garden! This new version will see changes in terms of gameplay and NPCs.
NPC design restyling
Some of you were happy with the design of the old npc and others did not like it very much, but still there was something in which you were both right: there were few NPCs, in fact, there were only 2 villagers in the village, the wizard and the warrior .
This has changed with this update, I have not only redesigned the characters, but I have added 6 villagers who will walk through the town and buy our products (if we sell them at a good price, of course)
Now we can interact with the NPC, they will tell us things about the town, and they will also give us some clue regarding the creation of potions or the collection of components, in total we will have 8 NPCs in the town, 2 of them will be shopkeepers and the rest inhabitants from the town waiting to buy your products.
VILLAGE
With more villagers, the town has been expanded and a large rosewood has been added in the center of town, replacing the fountain that was in the previous version. In addition, our first alchemy shop will now be in town as well, instead of being next to our first house.
I have decided to make this change because I think it makes more sense that the potions selling position is in the town, which is where the people are, the closer we are to the people, the more money we will earn, right?
In addition, from now on, when night comes, the town's lights will be illuminated, allowing us to have visibility during the night. At the moment the villagers will also buy potions at night, in future updates we will have a limited time to sell the potions, since it is normal for people to go to sleep at night.
GAMEPLAY
Regarding the gameplay, in this update there are also important changes. Many of you have told me that the days become too short in the game, so I have increased the duration of the hours so you have more time to do your activities within the game.
The player's movement speed has also been reduced due to balancing issues, since now the days last longer, some adjustments were necessary.
HUD
As for the HUD, from now on, the time of day is shown numerically, this will help us to better organize the day within the game.
The position of the delete task button has been modified to avoid confusion
Part of the revenue from the sale will go to the Rainfer primate rescue center. The organization helps primates in captivity, providing them with medical aid and creating the right conditions for their rehabilitation and socialization.
Photo: Rainfer
There are some people who think a chimpanzee makes for a good pet. By the time they realize that the animal isn't suited to captivity, it's too late. Chimpanzees are frequently forced to perform unnatural tricks in circuses for audiences' amusement. Many primates are kept in zoos with unimaginable conditions, unable to get the care and companionship they need. Rainfer helps these animals to recover from their traumas and return to their natural habitats.
The Center is currently home to chimpanzees, gibbons, orangutans and capuchin monkeys.
Thanks to some clever use of multithreading in our main simulation loops we have huge performance gains to share! The game is smoother and will run better for much longer than before. It's rare that there are performance enhancements this substantial to share, and we're so very excited that we're bringing this to you all. However, that's not the only thing 1.2 is bringing.
A feature that many people have requested is a way for players to be able to save their favorite ship loadouts between games. Now you can do just that! There are simple-to-use buttons in the order ship screen that save and load your current cargo ratios. Left click an available button (uncolored) to save your current loadout, right click to clear the saved loadout. Another big addition are drone indicators in planet view. Now you can easily see when a planet is accepting or sending drones for each individual cargo.
Thank you as always for all your support and encouragement! We truly do appreciate it. Enjoy the new update!
v1.2.3 PATCH NOTES -Major performance improvements to the later game -Added new multi-threaded c# jobs system to improve performance -Fixed a number of UI screen performance issues -Fixed a number of performance issues with ai company logic -Added drone threshold icon to planet ui -Added ability to save a cargo loadout as a preset in the order ship screen -Fixed game seed input being 1 digit to short -Fixed ship group filter not filtering correctly -Fixed a game crash bug when assigning a ship to a route failed -Fixed an issue where passenger filghts didn't route correclty with drones -Number of other small bug fixes, UI tweaks and game improvements -Updated translations sheet and fixed a number of translations issues -Fixed an issue with passengers not routing over multi drone routes -Fixed performance issue on ship select view with game in play -Fixed an issue with drones sending the wrong cargo for that cargo slot type -Fixed an issue with research stations list having wrong buttons on first open -Fixed "lag" in planet position in planet view at high game speeds -Players are now able to choose where an upgraded ship will be delivered -Fixed an issue with drone cargo maintenance calculation having wrong trip length values causing drone cargo maintenance to be inflated -Fixed an issue with tech modifiers not effecting passenger service costs -Fixed an issue with passengers not loading if one is in a bad state -Fixed various issues with cargo presets
Thank you for the amazing reception so far! Everyone at PassTech Games is thrilled by the amazing amount of support the Temple was met with at release!
We are also aware of several recurring issues affecting some players ingame. We are currently working on it. If you happen to have issues when playing, please read this post and hit us up if this still doesn’t help out for you: https://steamcommunity.com/app/1123770/discussions/0/1747898619769977404/
If you want to discuss directly with the Curse Of The Dead Gods team, join our discord here: {LINK REMOVED}http://bit.ly/cotdg-discord-invite
You can share your feedback, suggestions, and interact with the rest of the community in our private Temple!
Are you having trouble fully understanding how to defeat the Temple? Looking for tips on the game? Want to know what is a "curse"?
Watch our Behind The Scenes and learn all about our Temple:
Human warriors have spent years honing their skills to protect the lands they consider their home. And they would not like the dwarven army marching through their valley. They are melee warriors.
Subscribe to our Steam and Instagram pages and stay up to date with the latest news!
Time for Jupiter Hell update 0.8.10 a.k.a. Explorer! The main theme of this update is revisiting Special Levels (including adding a new one too), minimap (and maximap :P) improvements, basic melee to prep us for Berserker, Scout and Marine class skill buffs and a lot of minor improvements!
We're putting the game on -20% sale, so it's also a great moment to help us spread the news :)
Special levels revisited
We made a pass on all special level rewards to make them feel... well, more special. Some of the levels have a reward drop based on your most commonly used weapon group, some have now unique items/mechanics as rewards - check the full changelog below!
Blacksite Vaults and CRI Armory red doors are now indestructible - the rewards are improved however, and there's always one red card to be found on the level. Valhalla Command has received a significant do-over along with a unique reward for fully clearing it!
Interesting unique rewards have also been added to Tyre Outpost and Containment Area. The backpack has been moved to Refueling Base.
We also introduced our first "alternative" level - instead of Military Barracks you might encounter Callisto Docking Bay - tell us what you think of it!
Also, you might notice that some places in Europa look a bit better this update :).
Our long term goal is to have each level have it's own flavored gimmick, and unique reward. Also, we plan on most levels to have at least one "alternative" later.
Minimap, megamap
To continue the theme of exploration, we finally added the option to configure minimap size - now you can choose between the old size, or two larger sizes. If you need to see the map even better, you can get a screen size map on screen (by holding "m" or left bumper on pad).
Basic melee
One of the major changes this patch was a revamp of the melee system in preparation for the upcoming Berserker update - all ranged weapons now have a melee attack, that you can use by bumping into an enemy, or forcing a melee attack with SHIFT-F (even diagonally). As there are no melee traits yet (wait for Berserker) the damage is not gonna be large, but may still be used as a ammo conserving finisher. More significantly, humanoid enemies will now always melee if in range 1 - which can be (ab)used to your advantage!
Scout and Marine class skill buff
Technician is currently the most powerfull class, and Scout the weakest, so time for some buffs!
Marine Adrenaline was the most complex skill to use, but we wanted Marine to be the "base class" - to fix that, but not lose Adrenaline's interesting mechanics, we changed it so it ALWAYS heals for a set amount of health, but heals more if convert pain. This allows it to be a panic button even if you forget to heal after the shotgun face hit, yet still awards the better player with more health if used in the proper situation.
Scout invisibility doesn't break smell tracking as opposed to techs smoke. To offset that, we're giving Scout a whopping +100% to critical chance when firing from stealth. Now those Skilled stealth shots are worth even more!
Critical hit changes
Speaking of critical hits - now everything can properly have a critical hit. Moreover, critical chance rolls over 100%. So if you have 240% crit chance with +50% critical damage, you'll do +100% damage with 40% chance to do +150%. 240% crit chance sounds impossible? Try Scout in Stealth, aiming two turns with Deadly Precision and shooting a good revolver :P. Speaking of criticals, Headshot now adds +100% crit chance instead of the plain damage bonus, but has a shorter cooldown and no accuracy penalty.
Accuracy mod pack
Accuracy mods now increase optimal range of a weapon instead of adding a flat accuracy bonus. This is actually a buff, especially in the case of weapons like SMG's or revolvers. Additionally this works for shotguns as well, increasing the distance to which you do full damage and the damage fallof starts! Additionally, ADV weapons now can roll with improved optimal distance.
Inventory size
You'll notice that the red keycards are now more important, and we've added a lot other stuff since the last inventory size upgrade, so we decided it's high time to increase default inventory size by 2 to make your exploring a bit less tedious.
Minor changes
Vaults can now have hold technical stations or the new manufacturing stations instead of the purple box. We increased the safe zone when entering the level (less near spawns), and changed the enemy amount curve a bit, reducing Callisto and Europa (to a lesser degree) enemy count. We buffed both .44 ammo exotics, did minor performance improvements, and fixed several bugs. See full list in the changelog below.
Changelog
Beta 0.8.10 - Explorer - March 9, 2020
NEW #1013 - Callisto Docking Bay added as Barracks alternative
NEW #1006 - basic melee - all weapons can be used in melee
NEW #1006 - melee override - use SHIFT-F to force melee attack
NEW #1028 - Scout - stealth gives +100% crit chance (stacks!)
NEW #1028 - Marine - adrenaline always heals a bit!
NEW #1004 - large map view! ("m" key or LBumper on pad)
NEW #1004 - base minimap can be made larger in configuration!
NEW #1016 - Valhalla Command revisited!
NEW #1032 - manufacturing stations, look in vaults and Tyre!
CHANGE #1029 - increased default inventory size by 2 slots
CHANGE #0905 - visual Europa upgrades
CHANGE #1029 - increased no spawn zone around player entry by 2
CHANGE #0977 - CRIArmory and BSVault doors are indestructible
CHANGE #0977 - CRIArmory and BSVault have a warden with 1 red card
CHANGE #0977 - both have "most used weapon" related rewards
CHANGE #0977 - Black Site Vault has 4 red card locked doors
CHANGE #0977 - CAnomaly has a tier 1 or 2 amp for most used weapon
CHANGE #0977 - CCommand has a adv weapon of most used weapon type
CHANGE #1022 - Tyre and Containment have a special reward!
CHANGE #1029 - improved Limbo rewards, Arena has 4 ammo boxes
CHANGE #1006 - AI - enemies with guns will now melee if in range 1
CHANGE #1006 - AI - enemies that run out of ammo will now melee
CHANGE #1001 - accuracy mod pack now increases optimal distance
CHANGE #1001 - ADV weapons may come with improved optimal distance
CHANGE #1010 - increased minimal spawn range on Io and Europa L1
CHANGE #0905 - Military Barracks - alternative layouts
CHANGE #1019 - minor optimization pass
CHANGE #1017 - vsync improvements to Vulkan version
CHANGE #1006 - exalted enemies wont engage in in-fighting
CHANGE #1026 - buffed both .44 exotic weapons
CHANGE #1027 - crit chance over 100% may proc crit damage again
CHANGE #1033 - minor difficulty scaling curve adjustment
CHANGE #1029 - Headshot now: +100% crit chance, no acc penalty, 4cd
CHANGE #1031 - vaults may now contian tech or manufacture stations
FIX #1024 - fix empty black squares on floor
FIX #1024 - fixed Io missing double door floor mesh
FIX #1024 - fixed area near L1 dropship having no physics mesh
FIX #1006 - removed free hack exploit
FIX #1004 - fixed a group of crash/exploits related to AoHubris
FIX #1003 - regenerate level if not enough elevators are created
FIX #0977 - CRI phase won't put you in a red keycard vault
FIX #1015 - untriggered telegraphs cleared on level exit
FIX #1006 - enemies will no longer target disabled bots/turrets
What's next
Next version will be the long awaited Berserker update - melee weapons (not just the chainsaw :P) and non-master melee related traits! We hope to squeeze some smaller changes in too, so even if you're not a melee fan you'll have something to play with :P. And after Berserker drops, it will be full speed ahead towards the Masters update! Drop by our Discord to see stuff unfold in realtime :)