Lots of cleanup in this update. Improved the appearance of the forest ground tileset and fixed many bugs.
We hope you’re enjoying the endless creativity King Rabbit has to offer. With several hundred new levels being published daily, you’ll never run out of levels to play. Don’t forget to follow builders you like, and give them tips. :)
Changes
- Improved ground art - Added carpet item for 100 gems - Improved start up time - Improved loading time on play page and realm page - Bombs are no longer affected by poison - Fixed artifacts showing on ice ground - Fixed pistons appearing as opened when closed sometimes - Fixed exiting hole with an extended piston on top - Fixed crate in river not moving after freeing it from a blockage - Fixed some strange ground collisions - Fixed saw getting pushed out of movement path sometimes - Fixed requests getting stuck sometimes - Fixed river appearing through potion ground
Many more great updates are on the way. We hope you consider subscribing or purchase a limited-edition rabbit to support continued development. <3
we hope you are all doing well in this time of trouble. <3 As things are slowly starting to go back to normal, we took the last week to do some under-the-hood improvements to the game to introduce a major feature hopefully soon. We are currently working on our internal branch to make sure we don't break anything around, but if everything goes well, we will be ready to release some updates (and spoiler the "Something secret" card on our Trello board) in a few days.
Speaking of which, we should be able the next week to share a cleaned-up version of the digital roadmap on Trello, to align it to our current schedule. So don't worry, we're still here and working hard, and we cannot wait to jump into what lies ahead ːsteamhappyː
Hey there everyone! We have some great news. Work on Chapter 4 of Between the Stars is almost done and we are about to finish the beta phase!
The good news is that you too can join in on the Beta phase right now and try out the many new hours of content that we have prepared for you. Please, remember to use the bug report system in-game by hitting the B key.
In order to join the Beta, all you have to do is right click on Between the Stars in your library. Click Properties, Betas and opt into the beta we have there, it’s that simple!
Here is a changelog for the beta's latest build:
Beta Change Log v0.2.2.0.2.12b
We've solved a bug that lowered the shields of a player's ship to below 20% upon loading a game.
A bug in the scale of flames that appear when you destroy a station turret has been resolved.
A bug in the achievement Defective Delivery has been fixed.
We’ve added a new battle in the mission Heads or Tails (#254).
We've added 3 new unlockable ships.
We've added a new bounty hunter mission.
We've added 4 new secondary events.
We've fixed a graphical glitch in the projectiles of flak weapons.
We've resolved an error in event 191, which made it so that by mistake it wouldn't kill a crew member.
We’ve fixed a bug that kept a docking bay from being assigned in the mission Towards the Dome (#174).
We've re-designed buttons for the event "The Jewelry" (#156).
A bug in the crew combat of the mission "All on Black" (#239) has been fixed.
With the launch behind us, we have so many things to look forward: 60,000+ players, 14,203 levels published & a Bubbly, Growing, and AWESOME Community!
As always, remember to click the level names to bookmark them for later on. OR! Use the fancy new Playlist to bookmark all of them at once. HERE WE GO!
Happenings
SpeedRunners Contest
The first post-launch season of the Speedrunners Guild has begun! Sign up and start running to win a 2.5" replica of the in-game package, made by the incredible Scalepelexis!
Individual training level leaderboards have been added to speedrun.com. Get your cameras ready and submit your runs of Individual Levels in the Training mode. Happy running!
Something for the Creators
Don't forget to check out the discord Daily build channel where Paragon Sleepy posts the daily build challenge from the game and gives a few tips and notes on the possibilities!
Featured Levels:
Driving School
Paragon Spekio dawns the hat of a driving instructor in the level Welcome To Levelhead!! GR-18 needs to learn the road signs and follow the directions to complete the training and get its License! Just... don't take these lessons into the rest of the game.
Master Yoda
Omikron imbibes the words "Pass on what you have learned" in the level Powerup Tutorial Land-Fix. GR-18 learns from Master Yoda all the powers of this universe! May the force be with you.
Dangerous Beauty
GR-18 is set to frolick through this beautiful Steel Garden meticulously cultivated by Paragon TalkGibberish. Don't be too enamored by its strange beauty, it is as dangerous as a Venus Flytrap.
1-2-3 Go
GR-18 is ready to go in, steal the package, and complete the heist in PureKnix's thrilling Level Zipper: The Break Out. The chopper is waiting for extraction at the end!
Fiery Sorcery
Gr-18 learns fiery sorcery in Cyro's magical level Grab The Fire? The only way to survive this mystical world is to play with fire and not get burned.
A dark Plague is attacking the Killsquad universe. One by one, planets are falling, infected by an unknown force. Creatures are mutated into pulsating blobs of pure evil. And the Federation just can’t cope. Someone is going to have to step in before it’s too late. Welcome to a new episode of the Killsquad saga, Crush the Plague.
Crush the Plague is the natural continuation of the Genesis update we released two months ago. On Genesis, you got the first Act of Killsquad, the 12 Recruit contracts. You got your first glimpse into the life of a band of space bounty hunters: chaos, destruction and money.
Crush the Plague delivers the next 8 contracts, designed for Veteran players. Expect longer, harder missions for you and your friends to embark on. You’re going to face the Federation Forces, the controllers of the galaxy. You’re going to embark on relatively mild zoological expeditions. But things are going to get messy with curses, minions of the Plague, new mission types and brand-new epic bosses for you to battle against.
Remember Killsquad is an Early Access game. Released in July 2019, we are updating it every 2 months as we continue development. So, if you are a Killsquad supporter, Crush the Plague is our way of saying thank you and giving you a reason to come back to the game. And, if you haven’t tried Killsquad before, now it’s a better moment than ever: a 20 contract storyline, dozens of enemies to crush, epic boss battles, on top of a classic 4 player coop class-based top-down bullet extravaganza.
And stay tuned. Our next update takes us to Space Station Skua, the battlestation of the Federation Forces: new environments, a whole new set of enemies, coming to your screen in the Early Summer. And we are working on the game’s progression system, to give you a deeper career path for each one of our heroes.
Crush the Plague is our way to send all of you, our fans, a message of unity and courage. The full update has been developed by the Novarama team working from home due to Covid19. While the “Plague” theme existed before the Covid19 outbreak, we thought a message of fighting disease, of heroes united, and of overcoming challenge, was what our fans needed.
So, in these dark times, we’re gonna tell you to team with your friends and go in a monster killing spree. Together. Because that’s what we heroes do.
We hope you enjoy Crush the Plague. See you in the Outer Reach!
Trials of Fire Weekly Update (v0.53) Release Notes
Good afternoon all,
This week’s update sees an important change to a rarely seen Named Effect, Protected. This effect can now also be used to cancel other negative effects so can either be used to cleanse bad effects or provide future protection – in addition to its previous effect.
Part and parcel of this is some more buffs to some other rarely picked (<10%) class cards to try to even out the spread a bit.
As always, check out the changes and let us know what you think on Discord!
Named Effect Changes
‘Protected’ – Effect is now ‘Melee, Ranged and Magic Resistance 1. Each stack of Protected cancels one negative named effect.’
Card Changes
‘Team Spirit’ (Warlord) – Increased movement bonus to 2 instead of 1.
‘Regroup!’ (Warlord) – Changed effect to ‘Grant Protected 2 on friendly characters.’ (See above!)
‘Caution’ (Warlord) – Increased Defence to 4 (from 2).
‘Rising Ire’ (Warlord) – Decreased cost to 2 (from 3).
‘Resourceful’ (Alchemist) – Reduced cost to 1 (from 2).
New timed event! The fate of the Signus system was sealed long before the Blood Angels set foot there. The entire population would perish to feed the dark rituals required to unleash the hordes of the Ruinstorm.
Relive the long struggle between the emboldened Chaos cults and the demoralized local forces facing their inevitable demise.
April has gone by and we've been busy building things we hope you will all enjoy. We hope you and your families are safe and healthy amidst the current situation.
Thankfully in the games and software industry, things didn't change much. First, we kicked off the month with our 6th Birthday Sale, in which many of you participated. We also sent out a free pack to all our newsletter subscribers as a thank you for all the support we got since we launched. We also got a new logo, which we hope you like too. :)
We published two updates to ePic Character Generator during the month, where we fixed various issues. We focused a bit more on the Android version this month. After the introduction of Android 10, we noticed that saving files to arbitrary locations (for example the Documents folder) is no longer supported. Since they completely reworked how file access can be done, we spent over 20 hours trying to get this single feature alone right. But we couldn't. Since the software is written in c++, and applications for Android are run in a Java environment, there are certain layers that are needed to enable communication between these two languages. Unfortunately, the way the new Storage Access Framework works on Android 10 and above is meant to be used by Java applications only, and passing a filehandle back to the native application to read and write the files is something that can't be properly done without implementing extreme workaround which will also stop working once Android 11 is released. So after wasting so many hours on this, we decided to revert to restricting users to only be able to save and load to the app's internal directory. We understand that this solution is not ideal, but it's still a better way than disabling saving on mobiles completely.
Apart from that, we also started working on a very exciting and very frequently asked feature under the hood. To have a better understanding of what would be the best way to bring this new feature to you, we sent out a survey to our Pro members. Since they already have access to way more features than non-Pro users, and also they are our most dedicated supporters, we felt that they'd know best how to move forward with our idea. We received lots of great feedback and ideas which we'll be able to use to launch this new feature. If you are a Pro member, we seriously suggest registering an account on our site to be able to receive specific communication from us, hear about new features we are working, and be able to communicate your needs and ideas so we can better steer the development of the software in a direction that would be the best for everyone. If you are a Pro member and haven't yet completed our short survey, just launch the software and a message box would pop up offering the option to do so. We are working hard to take all your feedback in, and we hope to be able to launch the new feature by the end of the month.
We also received some questions asking what's the best way to keep informed of all the stuff we are working on. The best way to keep updated is to be a subscriber of our newsletter, which we usually send once every 2-3 months. We also post monthly updates to our blog: https://overheadgames.com/monthly-wrap-up-april/
Share it on the project page, and on our developer hub. If you haven't already, make sure to follow us there so you can get information even on our new project, which is getting closer to be announced day by day! https://store.steampowered.com/developer/OverheadGames
No? I thought so. But what if I told you this game already exists? What if I told you that it’s been hiding under a different name, right under your nose, and you could try it out … right NOW!
You guessed it, that game is … drumroll … Sniper Fury!
Ok, ok, it’s not MC6 as expected, sorry to disappoint! It started out as MC6 but it transformed into something of its own. The ‘secret recipe’ behind Sniper Fury is:
1. A solid foundation of “Modern Combat 5” 2. +casual 3. ++ futuristic setting (hence the working title)
We know MC5 takes you through all kinds of states; from adrenaline pumping matches, “hide’n’seek 1v1s” all the way to “my teammates are n00bs”, “where !@#$ did that shot come from!?”ːsteamsaltyː But if you sometimes feel the need for some plain old shooting, with less running around the map, we recommend taking Sniper Fury for a spin. If you play it for a bit you can unlock the realtime PvP, 10 man deathmatch (complete with jetpacks and victory dances).
You can get a key by joining the newsletter or Discord. Check out : https://neurodeck-game.com/ for more details.
Gameplay
Added 2 new phobias with a new distinctive artwork : “Toxic Masculinity“ and “Mysophobia“. These should show up a bit before the end boss and offer a different kind of challenge.
We made a global rework for all phobias included in the game (new attacks, new stats, new patterns).
We also began a global rework of cards, traits and emotions in the game. This patch includes 10+ new cards for Jupiter’s “Anger” emotion and new effects that will allow you to try different strategies.
Balancing on a few gameplay elements. It’s part of a global process we will continue working on in the next weeks.
Panelodex => Cardodex + Traitodex + Phobiadex are now in game. Customize your deck & traits, inspect monsters. More gameplay freedom for a complete experience.
Gameplay
A new WIP background for game fights
A complete rework of the Exploration UI, still in integration phase
New character art for Lei, Jupiter is coming (we swapped them in the meantime)
UI/UX
Global improvement of the quality of fights : these changes should improve the game feel and give players a better gameplay experience while fighting phobias.
UI change for the exploration phase!
Bugs
Fixed a few problems that could occur during runs.
What is planned for the upcoming weeks ?
The rework of cards and balancing of elements (cards, monsters…) will continue in the next weeks. As of now a few things have been conceptualized, but it is important for us to integrate players feedback in our design process.
A major change in gameplay is also coming in the next weeks, and should modify a few things in the way you build and balance your decks. You will be able to try new strategies more efficiently in a run, and approach card drops from a different perspective.
We are also working on new rooms and another feature, that we will tell you about soon :)
You can download the new build now in the beta branch on Steam. We would love to hear your feedback!
Patchnote written by Rak, our new Game design Intern. Cheers from Victoria (Graphic artist), Kilian (game developer), Léonard (narrative designer), Roman (Sound design) and Creative director (Tavrox).