It is time, we begin our stream and selling our game!
We also know you want some information - what next? So here are our plans!
We are aware you might encounter bugs and problems - so here is a place where you can inform us about anything that is wrong here and around. Report Bug!
If you have any suggestion, please let us know here Idea!
Already before the end of time you have reached our threshold on Twitter, therefore in the coming days on our discord we will provide you with the promised package :)
Hi guys! In today's update, we introduce a brand-new game character--Feudal Lord. Players can take on the role of a leader of a small tribe, experiencing a brand-new territory construction gameplay and a new "Container" system that brings new functions such as storage boxes and barracks, etc. In addition, there are 5 new puzzle-solving side quests, new food types, new item icons, skill actions, and special effects! At the same time, for MOD development, we have developed a lot of new functions. New GUI framework will fully support LUA scripts. We will also sync related functional tutorials to Sands of Salzaar MOD Instructional Video and its WIKI.
The battle formation and troop arrangement functions mentioned in the EA update plan are still in the final phase of optimization and debugging. We plan to postpone it for a while and release it before the next big update, hoping to bring you a better experience by then.
If you encounter any issues in the game, please feel free to send an email to indie@xindong.com. We’ll try our best to help you!
· Optimization -Introduced a brand-new character: Feudal Lord— a leader with self-built forces, mastering ancient mechanical technology. The character can build various special buildings in a brand-new map, and have a complete background story and new skill page.
-Added a new in-game system-"Container" system. Container refers to an in-game storage object that stores in-game items or arms cards and can implement some basic script instructions on those elements in it. With the Container system, new game functions such as Storage Boxes and Barracks have been developed. -5 new puzzle-solving stories and events are added, scattered in Black Cliff, Double Moon Valley and the Great Desert. -Added a lot of new item icons, including food, gifts, etc., replacing some of the original inappropriate item icons -Added a series of new cuisines to enrich the menu in the desert. You can now buy distinct basic food in different areas! -Remade Town Portal Scroll with the cooldown changed to 7 days. It now supports viewing how many days last before it can be reused. When using it, you can choose to return to the rallying point or any main city of yours. -Now Ashlee, Lovisa and Amber can still appear in the tavern for recruitment after they leave the team. -Real mode is now turned on by default, and it will prompt and turn off real mode at any time when the plot reward is affected. -Modified some skill moves: Soar, Vortex Sprint, Dark Moon Stab, Bounty Mania and Sword Oath -Modified the special effect of Sword Oath. -Adjusted locations of building points in major cities and towns. -Adjusted food sales in major cities and towns.
-Developed a new GUI framework supporting the use of LUA scripts for functional development and use of game core interface. Now MOD authors can make some completely freely customized game interfaces with this framework (the relevant sample MODs or tutorials will be released later). -Provided a new command interface that supports using customized LUA scripts or methods in the scripts. The interface can be used to achieve some more powerful game functions (subsequently interfaces of core functions in the game will be available to be employed by LUA). -The model preview function can now be used when editing locations of building points in the map editor. -Added a new built-in independent MOD field (indep_name) in the MOD configuration file (default.json). If a story type of MOD has this field and the field is not empty, when loading the game, only plugins that have the same independent MOD field value and are enabled will be loaded whilst other plugins that are enabled will not be loaded. -Added a batch of script instructions. For more details, see the script instruction description on the WIKI page of Sands of Salzaar. -Added the closing and opening functions of the map and related commands. When a game map is closed or initially hidden, the relevant portal points of the map will not be displayed, and AI Pathfinding cannot find paths to the relevant maps. -Now in Project Construction, multiple projects can be carried out at the same time, and the upper limit can be changed through some architectural effects, location attributes, etc. -Now the Project Construction interface no longer only displays the current construction projects that meet the conditions. Other construction projects that do not meet the conditions but still meets certain display conditions can also be seen and pop up related condition prompts. -Completely reset the Mod store interface using the new GUI framework, and fixed some problems existed in the previous MOD tag filtering.
· BUG Fixing
-Fixed the bug of AI-controlled troops and caravans enable to leave the city after certain MODs are enabled. -Fixed the bug of all the in-game model elements of cloaks and so on that could not be loaded correctly. -Adjusted some of the colliders in the last scene of Endless City. -Fixed the bug of the skill Moon Dance dealing no damage and reducing speed. -Fixed a bug of a cave dungeon in Double Moon Valley difficult to click on. -Fixed the bug of invalid shortcut key of the information interface.
Today, April 30, 2020, the long-awaited update of the Wild Russia horror was released. No one was waiting, but it came out!
What is updated in the game?
Increased game difficulty! Enemies became more aggressive, Agent Red got serious problems in Wild Russia! You can’t sit out indoors, the wild enemy will block you, blocking all the escape routes, and this will end your journey.
Flashlight is the player’s best friend! Now it is safe for the eyes, and does not blind.
The Achievement Achievement justifies itself now. You will be warned that you have survived (before that you could only guess about it).
No, this is not a mistake, and the key is not stuck. This is a new wild feature - auto run, with Red you can turn on the "cruise" control, where you just have to steer it in the right direction!
Where are the enemies going? After you. They thawed, and completely run wild. It seems that there are more of them.
Don't keep up with Red? Everything is fine. We twisted his speed a bit.
Now you have a chance to survive. Health will gradually recover.
Did not find out what is required of you? Now, when you start a new game, they will write to you what to do.
Did you like to "stomp on the parquet" while walking in the winter forest? Now do not sink. But you can "creak" on freshly fallen snow.
Hardcore is over. Now for casuals, we highlighted places with levers to make them easier to find.
Captions. Дикая Россия Wild Russia.
Expect the next update soon, in which some game mechanics will be changed and new wild features will be added.
And now, you can re-run the game again, evaluate the update, and write to us what you think about it, and we, in turn, will answer what we think.
Hello guys! Due to technical problems, namely the inability to broadcast on our YouTube channel, we decided to record a video of the Giveaway and upload it to our Yoba Games channel.
And so, the winners are:
Gundaroff - 10$
MonkKing_XP - 10$
Мишка кала - 5$
Xek - 5$
Araragi Koyomi - 5$
Tiraelchik - 5$
Vincent21 - 5$
COVID-19 - 5$
Strelok1111 - 5$
!shane - 5$
We also carefully watched your comments, and here are those guys whose ideas seemed to us the most interesting and funny. Each of them will receive a key to our game.
And the winner with the funniest idea: Rerich He receives a $ 10 Steam Gift Card and a key to the game.
Thank you all very much for participating, stay tuned for our news and wait for new events. Thanks to all!)
P.S. 1.In order to receive a Steam Gift Card, the winners must add us as a friend and they will be given a Steam Gift Card after 3 days in accordance with the rules for their transfer. 2. To receive the key to the game, the winners must also add us as friends.
We hope you are all well and safe. In the last few weeks we've had difficulties to work normally, but we have been able to make improvements based on your comments and feedback.
We're back with a new update (0.10.7). The changes that are included in the new update:
Cinematics:
Fixed issues with the facial expression system (mouth and eyes when characters talk and look to each other).
Fixed bug that prevented the instructor from executing its animations the first time you met him.
Fixed bug that caused Mr. Wisp and its summoner to not show up when you got out from the shepherd's house.
Fixed sound in clock wipe transition that sometimes started playing too soon.
In the bullseye minigame Kofi won't turn red when getting hit by an arrow if the bullseye is being held up.
Added visual effect when Pal uses the teleporter in the instructor's house.
NPCs who tell random sentences won't say the same one twice in a row. Now go talk to everyone.
Added animation to Morelia in her first appearance to make clear that she's injured/tired.
Read sign posts:
Now they behave like NPCs when you talk to them, the action will stop and will resume once the dialog is over.
Zoom:
The game will restore the camera zoom level that the player had once a cinematic ends.
Kofi's (and others') console:
The characters will only press buttons during the game (not in the menu nor the victory screen).
The rival will only use skills during the game (not in the menu nor the victory screen).
The rival won't use skills while the player's using one.
Visual:
When interacting with a house, the action icon will show over the door instead of showing over the center of the house.
Functional:
Adjusted contents of chests in certain buggy dungeon.
MythBusters: The Game - Crazy Experiments Simulator - havelyon
Hello again, MythBusters!
This week we want to present to you another place that we could use to prepare objects for experiments. This place is the foundry.
This is the place where we’ll create the elements required to build the test dummy, but not only this! With an appropriate form, we can decide what we’ll fill it with, so we can create different versions of the test objects. The required components can be purchased in the warehouse, or we can obtain them from the pumping station.