This content update brings new game mode - CASUAL and unlocking weapons and attachments. CASUAL mode should be completable without problems, but if you find it still hard, give us know in the forum. Also there are new changes to gameplay so read notes below. We wanna test new stuff now and in next patches we gonna implement ingame and steam achievements. Looking forward for feedback!
GAMEPLAY: - added CASUAL mode - all weapon and attachments are unlockable from now (character specific weapons and attachments are always available and are free) - completing CASUAL mode player can unlock new attachment, completing NORMAL mode player can unlock new weapon - difficulty modes are scaling: enemies damage, enemies HP, spawning of dark spots, overall credit gain, reinforcements call duration, credit saving on death (we can add more based on feedback) - player can spam grenades and can shoot bullets and grenades at same time - all explosions are scaling a bit with current floor - added 2 new traits: armor and critical chance, removed movement speed trait, nicer traits descriptions - all SMGs have significantly more base crit chance - office and hospital maps have a bit revamped generetion process - Some talents have better explenations and rescaled talents UI - Grip attachment (+ critical chance) are stronger - nicer player stats in TAB ui (no more +-0.54643) - shows info when all bosses are dead - removed bold text since it looks ugly with our main theme font - added new hints - optimizations
BUGS: - fixed bug when enemies detection distance didnt applied on machete guys - fixed bug when applied starting grenades and exceeds capacity - small fixes and improvements
Spirit Island is now available in Steam Early Access - and it's 15% off for launch week!
The first Early Access release allows you to play full games with 1-4 Spirits. Most of the content of the core game of Spirit Island is implemented and playable: all Spirits, Power cards, Scenarios, and 2 Adversaries.
Spirit Island is under active development and will be updated regularly. You can think of Early Access as a step between Beta and Retail release. There will be bugs, and some content is currently not available, but the game is much further along than what you might see in a Public Beta (See Steam's Early Access FAQ for more).
New to Spirit Island? Why not watch an instructional video to learn now to play!
Over the next several months, we will continue to add features and content to the game ahead of its official retail launch later this year. Still to come:
Interactive tutorial
More animations and visual effects
Extended music and sound effects
Card library screen
England adversary
Thematic island boards
Steam Achievements
One of the most important aspects of Early Access is hearing from you, the players. You can send feedback (suggestions or bug reports) directly in-game. We will directly respond to players who send feedback, and take all feedback into consideration during development. We have a public Trello board where you can keep tabs on our development progress, and we welcome discussions on the Steam community forum & our Discord.
Play Spirit Island today and save 15% during launch week!
-New Mechanism: Arcane Crystal. The mechanism is part of the Guild mechanisms. You can access it from the Guild town.
-New Mechanism: Awakening. You can now awaken your heroes to unlock their true strength and level them up! You can access hero awakening information at the Hall of Heroes.
-New Feature: Mailbox. We added a mailbox feature in the game. From now you will be able to get rewards or in-game messages via your Mailbox.
-New Currencies: Pickaxes and Arcane Crystals have been added to the game.
-UX: Added lot's of notifications for the mechanisms that needed it.
-Art: The town of Irongard, the Guild town and the splash screen have been redesigned based on your feedback.
-VFX: Burt's Piercing Arrow VFX has been redesigned for more epicness!
-Avatars: Added the guardian avatars at the store.
We want to thank everyone for reporting issues you encounter!
Today, we are moving the current beta branch to our main Steam branch. Below you will find the original changes included in the beta branch, our previous hotfix to the beta branch as well as some additional changes that we have done since.
This will make it so that the public and beta branches are equal. We will likely update the beta branch in the near future.
Fixed a rare crash that occurred when AI tries to find the missile range of a melee weapon.
Singleplayer
Crashes
Fixed a crash that occurred when the player successfully defected a lord through barter.
Fixed a crash that happens when the player character was walking on the campaign map after creating their own kingdom.
Fixed a crash caused by villager parties that don't have healthy troops.
Fixed a crash that occurs on the campaign map due to a problem with tournament renown gain.
Fixed a rare crash with AI thinking behavior in the “Need access to village commons” quest.
Fixed a rare crash that occurred due to log entries when a player battle ended.
Fixed a crash that occurred when attacking caravans without a leader.
Fixed a crash that occurred when a clan leader died and the selected heir was a lord that had recently been released or escaped from captivity.
Save & Load
Prevented the main storyline epilogue pop-up from reappearing every time the game was loaded.
Fixed a save system backwards compatibility problem with saving primitive data types.
Game now loads skill levels correctly from save games created with versions prior to 1.1.0
Campaign Map
Added a middle layer for nameplate visibility on the campaign map. We now have a stage where players can see both towns names and castle names.
Battles and Sieges
If a player’s fortification is besieged, they are warned by a text that appears in the top center of their screen. (Beforehand it only happened when the assault was already underway. Now we have 2 warnings - one when the siege begins and one when the assault starts.)
Clan and Party
If a player’s clan party is attacked, they are now informed with a center top notification.
The recruiting frequency of lords who are in a good financial situation was increased. They will now try to fill their party limits more frequently.
Fixed a bug that caused the consumption of more than 1 horse when we upgraded a troop to a mounted soldier while having several types of horses in our inventory.
Kingdoms and Diplomacy
Executions now also cause negative relations with honorable lords (if the executed is honorable too) and negative relations with friends of the executed. Additionally, we added further notifications for these consequences.
Mercenary minor factions no longer join kingdoms they are at war with.
Players can now fire mercenary factions they hired previously via dialogue. Players are asked to pay an appropriate wage per remaining influence. (Normally, we convert 20% of their earned influence to wage per day.) If the player rejects payment, they lose relations with the mercenary clan leader and the contract is cancelled.
Player’s mercenary payment per influence was stable after they entered a kingdom. Now it is refreshed every 30 days.
In some cases after a kingdom had been eliminated, the lords continued to spawn in a map location that is not reachable (near Rhesos Castle). They now spawn at a random settlement gate of their culture.
Economy and Trade
Caravans are now seen as more valuable targets by bandits and minor factions, which means that they will be attacked more. This will increase the number of battles that involve caravans. Previously, caravans were a nearly totally safe investment. Now bandits and minor faction lords sometimes attack caravans even if they are a bit stronger.
The pottery shop was very profitable - by creating 2 pieces of pottery (80 denars each) from one clay (20 denars) and doing this 4 times a day. Now one clay produces 1 pottery and pottery demand is halved to make its0 price more stable.
Other
Fixed the age of the player's brother.
Further fixes for NPC weight and build parameters as well as some NPC age fixes.
Previous Beta Hotfix:
Reverted the weight and build changes of NPCs and troops, so that overweight characters are much less common. Kept the changes for special high-tier units such as Falxmen.
Character Skill Levels will no longer be automatically increased when a save game from a version before 1.1.0 is loaded.
Fixed a crash that occurred after taking prisoners in hideouts.
Fixed a crash that occurred when a character maxed-out their attributes and focus points.
Fixed the black particles bug.
Fixed some performance spikes that happened during missions.
Fixed a battle crash that was caused by a character having no culture.
Initial Beta Changelog:
Singleplayer
Crashes
Fixed a rare formation AI exception.
Fixed a crash that occurred when a mount without a rider heard an arrow.
Fixed a crash that occurred at the end of the "Army of Poachers" quest when the AI tries to continue fighting.
Fixed a crash that happens when a campaign is started for the second time without exiting the game.
Fixed a crash that occurred when selecting the option to attack in the “Rival Gang Leader” quest after loading a game.
Fixed a crash that occurred when AI characters tried to barter prisoners.
Fixed a bug where talking to a companion in settlements during the main storyline would crash the game.
Fixed a crash in main storyline conspiracy phase.
Performance
Ram and VRAM usage is reduced and many leaks are fixed.
Scene loading performance improvements.
Localisation
Improvements, additions and corrections for Turkish and Simplified Chinese translations.
Art
Added new armour "Northern Lamellar Shoulders".
Added new armour "Plated Helmet".
Assigned a banner to poachers and other neutral parties.
Overhauled all of the NPC faces to reduce asymmetry, tone down exaggerations and create culturally appropriate and appealing phenotypes.
Updated some of the lords and ladies faces for a more culturally appropriate look.
Updated nav meshes in “sea_bandit_a”, ”battle_terrain_p”, “battle_terrain_020”, “battle_terrain_029” and “battle_terrain_030”. This should resolve unwanted fights in water and improve fleeing behavior in these scenes.
“Aserai_town_a” civilian scene related fixes.
“Aserai_town_b” civilian scene related fixes
“Empire_town_j” siege scene siege related fixes and seasonal improvements.
“Khuzait_town_004” siege related fixes and visual improvements.
“Aserai_castle_002” siege related fixes.
“Vlandia_castle_005a” siege related fixes.
“Sturgia_castle_003” siege related fixes.
“Khuzait_castle_002” siege related fixes.
Night atmosphere illumination amounts adjusted.
Visual fixes for battle scenes.
Winter season issues with steppe scenes have been fixed.
Winter related problems with the outer meshes are solved.
Low-poly tree meshes are now used in hideout prefabs.
Agent spawn positions in some scenes are fixed.
Fixed a season problem with Aserai's arena.
Issue with Battania arena spawn points being too close to each other is fixed.
Fixed some scene issues of Aserai Village.
Fixed merlon physics issues of Vlandian Castle parts.
Fixed some lighting issues of Empire Lords Hall.
Fixed physics issues of Battania Castle Wall.
Fixed UV issues of Sturgia Castle Gatehouse.
Fixed an error while opening the Forest Hideout scene.
Refined snowy atmospheres.
Beard intersecting helmet issues were fixed for
western_plated_helmet
Empire_guarded_lord_helmet"
Nordic sloven armour's bones problem fixed.
Fixed clothing clipping issues.
Replaced some textures and meshes.
Updates on Hero Creation Stages:
Some clothes updates.
Poses overhaul.
Face animation.
Scene lighting.
Skin shader updates.
Specular texture channels updated.
Diffuse Texture updated.
Beard /tattoo material:
Alpha and colour updates.
Campaign Map
Parties participating in an event are no longer moving, which fixes some footstep sound issues.
Audio
Fixed that Campaign music could play many tracks in a quick succession.
UI
Implemented trade perks that relate to profit in inventory.
Minor UI tweaks and fixes in Crafting, Barter, Save/Load, Recruitment, Board Game, Siege screens.
"No Saddle"" visuals in Inventory.
Removed helmets from hero portraits to see their faces more clearly.
Added Weight Carrying Mount and Speed Mount icons in inventory mount tooltip panel.
Fixed spacing issue with 'ğ' character in Turkish localisation.
Fixed barter offer item visuals not being visible.
Enabled being able to give names with space and numbers in creation.
Fixed two hints showing up in inventory equipment slots.
Changed character developer traits from texts to icons.
Implemented a basic item tooltip, now players can see the basic stats of a tournament prize item.
Added "Busy with an issue" or "Busy with a quest" or "Busy with a common area" in Create a Party instead of just a "Busy" explanation.
Fixed attribute and focus point tooltips to reflect correct numbers.
Moved NumberOfCorpses and MaxSimultaneousSoundEventCount to performance options.
Implemented being able to sort/move modules in the launcher.
Renamed "Resume Game" to "Saved Games".
Added minor faction filter to clan page list page.
Added tooltips to map bar circle notifications.
Added new perk icons.
Fixed banner visual errors with some icons and banner icons not matching with the UI.
Battles and Sieges
Simulated battles no longer give more XP than fought battles.
Added missing patrol spawn positions to forest hideout scenes. Forest hideout missions should now open normally.
Combat AI
AI quality for NPCs is now determined by skill points in the current weapon's governing skill instead of overall character level.
A tactics bug related to the defensive ring that occurred when archers ran out of ammunition has been fixed.
An issue in caravan/villager battles that could potentially cause unexpected behavior at agent processing level was corrected.
Cavalry not being able to hit enemies right next to them when they had swingable weapons and circling each other endlessly issue fixed.
Bodyguard troops could rarely stop moving when their commander died, this is now fixed.
Mounted agents can calculate enemy positions better and thus more accurately aim their thrust attacks.
Some agents couldn't move properly due to invisible scene AI barriers. This has been fixed.
Fixed some Sea Bandit AI issues.
Agents attack less often if the combat AI difficulty is set to normal.
Holding ready duration for attacks was added as a driven property and tied to melee combat skill in order to make easier/less able AI agents fight less relentlessly (i.e. they will wait for a while before releasing their attack).
Character Development System
Level 1 characters now start with 120 skill points.
Reduced XP required to learn higher skill levels.
Troops can now upgrade more easily.
Reduced wanderers' skills outside their main area of expertise, making them easier to level up.
Made wanderer age correlate roughly with their skills.
Kingdoms and Diplomacy
Fixed bug where fiefs were regarded to have a negative value in barters if the “Everything Has a Price” perk was enabled.
Fixed a rare bug where the AI proposed a kingdom decision on behalf of the player clan.
Economy and Trade
Prices for armour were changed and high tier boots and gauntlets now cost more.
Range weapon prices have been re-adjusted.
Quests & Issues
Reviewed about a third of the quest issues, improving dialogues and persuasion:
Major changes in particular to “Family Feud” and “Spy Party”.
Other
Icons on banners and shields were not appearing. They are fixed now.
Updated "Imperial Legionary"" equipment.
Minor updates to Sturgian troop tree equipment.
Added more variation to caravan master's equipment.
Added more variation to helmet drops from troops.
Various other fixes to troop trees and stats.
Armor values of various equipment have changed to better match their visuals and increase faction armor variety.
Armor values of mount bardings and harnesses were changed to match their visuals.
Riding a horse without a saddle now incurs 10% penalty to max horse speed and maneuvering.
NPC agents carrying heavy items (apple baskets etc.) will no longer run (with items in hand) when the player asks them to take him/her to a particular agent.
Added an "Exposure Compensation" option that allows players to adjust the brightness levels of the visuals to their preference.
Fixed missing items for blacksmith characters in towns.
Some grammar mistakes and typos were fixed.
Fixes a bug that caused the player character to be invisible.
Fixed a bug that caused characters to spawn without any equipment.
Multiplayer
Animations
Fixed some wrong cavalry idle animations.
Fixed a rare condition in which client rider gets stuck in defense animation after a successful hit.
Audio
Implemented a Voice Spamming Filter for multiplayer.
Design & Balance
Damage interrupt threshold values are set as 5.
Headshot damage multiplier is increased from 1.7 to 2 for pierce damage.
Map Related
Bug fixes for Harbour of Ovsk.
Bug fixes and improvements for Castle of Fen Altai.
Some spawn locations are re-adjusted for team balance. Atmosphere has changed.
Added particles to be formed when the breakable wall is damaged.
Other - Miscellaneous
Slow motion and pause cheats are disallowed during multiplayer matches.
Performance
Decreased bandwidth usage of impact sounds.
Server & Network
Server Improvements.
Both - Singleplayer & Multiplayer
Crash
If the AI is not holding a ranged weapon, it tries to find a ranged weapon in its equipment and uses this weapon to calculate attacking scores against distant enemies. During this weapon selection some equipment was causing a crash. This was fixed.
Performance
Improved the performance of the sound system.
Big improvements for the multi-core performance of the game.
We now select Maximum sound count according to your CPU's core count. You can increase this setting if you have a recent CPU. We've also added a new very low(64) option.
Some other minor performance improvements.
Audio
UI sounds don't get cut by other UI events anymore.
The latest build of the game includes Story Mode, Survival Mode and Escape Mode. We're getting ready for a big round of testing and feedback. This will be arranged via our Discord server.
Have you prepared your questions about Gamedec Game and/or Novels? Or maybe you want to ask something specific about our studio, team, or know more about working in the gamedev industry? We hope that you are going to surprise us with some of them because today, in a few hours, we are hosting an AMA Session on Reddit!
If you are interested and want to join us to hear more about Gamedec and our Team:
Four Members of the Gamedec Team will be answering all kinds of questions from everyone!
Łukasz (Executive Producer)
Co-founder and CEO of Anshar Studios. He has been working in the video game industry since 2006. He started working as a programmer, in 2008 he became a team leader, in 2011 the head of the CI Games studio in Katowice, where he worked until the founding of Anshar Studios in 2012. Also an Executive Producer for Gamedec.
Marcin (The Author of Gamedec Novels)
Polish science fiction writer, business trainer, coach, designer, and consultant of computer games, by education medical doctor. Author of the Gamedec trans-humanistic saga, one of the most popular science-fiction novels in Poland. Collaborating with Anshar Studios for almost three years.
Jakub (PR Manager)
Trained as a journalist, he's working with Anshar Studios since 2017 as a member of the PR Team. He worked on the promotion of previous studio games, i.e., Detached and Telefrag VR. He is also responsible for video asset production in the studio.
Mateusz (Community Manager)
Former online journalist and PR guy. A huge video games addict [#BringFrontMissionBack!], and a small streamer after hours. Always in the loop with the newest gaming gear and MCU movies. Has a dog named Yuna.
At Anshar Studios, we care about our community and always look at how we can best serve them – from providing an insight into our games for our users to our interaction with them.
We’re excited to have this AMA with this incredible community and answer any questions you might have regarding the Gamedec – as well as any questions you may have about the future of the game and further plans of the Team. This is your chance to ask anything on these topics to our team directly. So, if you have some time to spare, and interesting questions to ask (even the weirdest ones) - Join us at https://www.reddit.com/r/pcgaming!
If you'd like to talk with our team members, want to ask a question to the Author of the Gamedecverse (Marcin S. Przybyłek) or chat with enthusiasts like you - join our Discord channel.
Survey is now closed! Thank you players! We received 1000+ entries. Crucial information on our road to 1.0! Stay tuned for the results later this week.
Thank you players! We've received over 800 responses so far! If you haven't had a chance to do it, the survey will be open until 11:59 PM EST Sunday. Stay tuned for results!
We want to hear from you! Please take a few moments to complete the survey below.
We would appreciate if players old and new would take a few moments to complete this. Please share how you feel about the game and what things you'd like to see next!
Please make sure you read the entire question and all options before making your choice(s).
Thank you for your time and we'll see you in game! PVKII Team
OH MY GOD! The game is finally available! Thank you again for the support you gave me since the beginning! <3
A development roadmap will be available soon, I already can say that these features will be added: Relax Mode (no time-limit), controller support, skins for your character, more languages, more achievements, etc. And of course, Chapter 2 will be added in May/June :)
Keep in mind that this is an Early Access version so you might encounter nasty bugs. Please report them by pressing F11, or send me an e-mail to clem@playtogether-studio.com
Pushy and Pully in Blockland, a 2-player co-operative retro game created by Resistance Studio and recently featured in Steam Games Festival, will be releasing on Steam on May 5th. The game, inspired by classics like Pengo, Don’t Pull, Snow Bros, and Bomberman, will see retro gaming fans embark on a journey through a mysterious planet.
Travel through 50 hand crafted levels, complete challenging puzzles, fight pixel-created creatures, and recover your spaceship to escape Blockland. Enjoy the classic Match-3 mechanic by joining three or more blocks of the same color to unlock power-ups, and defeat more than one monster at the same time to get extra combo points.
Pushy and Pully in Blockland lets you play solo or with a friend, for an old school couch gaming experience, or online by using Remote Play Together on Steam. You can even invite a friend to join your local game session without them having the game!
Challenge your Steam friends and discover who gets the perfect score in the retro flavoured Hi-Score table. Play and save your scores in the ranking as you did in the 80’s and 90’s during the glorious arcade days. Pushy and Pully in Blockland will be released on PC on May 5th. Xbox One, Nintendo Switch and PlayStation 4 release dates will be announced soon.
While waiting for the beta - here's another interesting DevLog for you. ːsteamhappyː
Last time we told you about generating power on Mars, and today we would like to bring up another important topic, which is providing access to water. Since you want to succeed in colonizing Mars, you have to know the basics of establishing a self-sustaining colony.
Water is essential for life and your whole Colony simply needs access to it. As a colonist, one of your main tasks will be to establish a water supply system. But how to get water on Mars? First, you have to build wells to extract water from Martian soil. The “wells” in our game are not typical pumps, instead they are futuristic extractors which can heat the soil below and extract the water from the molecules in the ground.
The wells can be built near water rich spots, which can be found by using a spectral detector. Extracted water will be stored in the water tanks. Wells also have their own tanks, so you can distribute the water directly from a well to a building.
To maximize the efficiency of water extraction you can always use a pump station to have complete control over your water distribution. For example, you can control the amount of water supplied to each of the buildings with the use of a special panel. But first, you have to connect the pump station to your base and other buildings.
Stay tuned for upcoming updates. If you have any questions or just want to know more about the game, feel free to join our Discord server!
P.S. also remember to follow Rover Mechanic Simulator if you haven't already, as our second team is working on the Curiosity Update which will add the big rover and many additional hours of gameplay.