Hey Killers! This flavor blasted update is our last major one, we hope this update brings new life to the game for our existing players as well as new with many new additions, bug fixes, rebalances and quality of life changes.
We’ve had an amazing and challenging time developing STRAFE® but we finally feel the need to shift our focus to new things! Support for the Gold Edition will continue but this will be the end of substantial updates.
We appreciate everyone who has played the game and/or recommended it to friends and/or given us a positive review/feedback. You were our motivation to make the game and the fuel to support it for this long. Special thanks to all our amazing volunteer beta testers who provided great feedback and helped ensure the quality of this update.
Thanks! Thom & Stephen
Change Log: + Optimizations to enemy pathfinding. + Added a NEW ENEMY, the ACID WRETCH. + Made secrets more accessible. -- Trappy Mine no longer requires a battery to play -- Less rats need to be exterminated to access the rats map secret level -- Gungeon 3D Blast only requires finding the cartridge to play -- Made the vase more visible to access “Going Home” + Fixed bug where number of rats exterminated was inaccurate. + Updated the game's default length to 2 levels per zone instead of 3. -- This will lower the time to beat the game and hit our desired length of 30-40 minutes for average players. Also we hope this will help more players see more of the game while learning how to play. + Added a “New Game +” option after beating the game which will add 1 more level to each zone. + Added the ability to loop runs. As a reward to beating NG+ once all subsequent runs after completing the boss you can continue your run on a loop by jumping into your ship's core and avoiding the cockpit. -- You will keep your weapons, items, upgrades. -- Damage taken increases by base damage x 1.25 to the power of loops ex: loop 1 = 125% damage, loop 2 = 156%, loop 3 = 195%, loop 4 = 244% -- Each loop increases the chance that a secret fuse box will NOT spawn during level generation, chance is 50% on first loop splitting the remaining chance in half each additional loop. -- Benches increase in price per loop. -- Food dispensers start disappearing from levels per loop. -- Break the game, have fun. + Balanced the benches so that the cost to craft items increases per zone. + Head “key cards” are now more rare. + Added mirrored variants of existing rooms to the level generation. + Fixed issues where the secret weapon beetle would aggro prematurely and not be seen by the player. + Added Hit-stuns to most enemies. + Added ability to extinguish most fires with enemies blood. + Added ability to fill most vats of acid/toxic with enemies blood to change its composition. + Fundamental changes to how enemy movement is calculated resulting in much better performance. + Fixed issue where blood mapping could cause a major performance hit in ICARUS and ATHENA. + Miscellaneous crash fixes. + Players should no longer fall through the floor on rare occasions. + Added "Mercy Frames".
After triggering mercy frames you will only take the greatest amount of damage during that period. EX: (If hit by 3 gluttons for 5 damage all within the window you only take 5 damage instead of 15. If you get hit by a glutton for 5 and get hit with an explosion for 10 within the window you will take 10. + Lowered the explosion damage radius for the player, which also gives higher skilled players some leeway to perform rocket jumps within the force radius without taking damage. + Changes to Keycards. ex: in Icarus if you stepped into the room with the keycard and backed up into the previous room it would start triggering "backtracking" monster closets. Now backtracking closets that are on a keycard branch require you to pick up the keycard or a keycard head. + Picking up items can now trigger a trap by opening close by monster closets. + Lowered the Bricks base HP. + Increased feedback to the player when taking damage. + Richoshot’s reflection angles improved and early explosions prevented. + Airbud Changes: -- Airbud will no longer deal damage if he shoots you. -- Airbud will now instantly activate when purchased from a traveling merchant. -- Fixed a bug where Airbud could cause damage to the player when in a fire. + Removed the frame limit and low resolution filter from the Devolver Logo Intro. + Fixed issue with Soldiers getting blasted vertically from rocket launcher. + Fixed issue preventing the traveling merchant from traveling to later levels. + There are new houses added to the burbs. + Changes have been made to how enemies aggro at the beginning of Black Canyon levels to prevent them trying to shoot through or come through the first doorway. + Enemy spawns have been added to the starting rooms of some canyon levels. + Fixed level 3-1 where enemies would not spawn in the courtyard. + Fixed invisible walls spawning in the murderzone. + Fixed most issues where invisible acid could hurt players. + Gluttons in the secret developer room will no longer aggro too early. + Sneaky Turrets that pop out of crates should less frequently get stuck in world geometry. . + Turrets now have a delay and more pronounced unfolding animation when coming from crates. + Carriers now retarget the player better after jumping. + Fixed small issue with barrels in ICARUS exit rooms. + Added decorations in the players ship to celebrate beating secret levels and some other challenges. + Fixed issue where the player couldn't collect rewards from the prize safe outside of the rats map secret.
+ Visual improvements to the Black Canyon. + Added a backup to save files. Now play sessions save a backup of last known valid save. If a save fails it will restore from backup. + Increased the default speed of the end of level doors in ICARUS (when players don’t shoot the terminal) + Made balance changes to the Thruster power up. -- No longer does damage. -- Lowered the distance traveled per thrust. -- Activation time using double-tap is now more strict. -- Visualized when the cool down is over. -- Look direction now has a partial influence when thrusting forward. + Improvements made to level cleanup which should help performance. + Fixed issues with the “Mute audio” option not working as intended. + Fixed issues with some sound effects not being affected by the volume slider. + Fixed issue where the Heavy Machinegun could cause the audio to cut out. + Fixed issues where the “Rate of fire” powerup would break audio feedback. + Improved performance of audio clips played in quick succession. + Rebalanced Hardcore mode. -- Previously enemy HP in hardcore mode was 300% it is now 150%. -- Projectile based enemies deal increased damage. -- Projectile based enemies shoot faster bullets. -- The price of items from benches is also increased in hardcore mode. such that each benches price reflects a zone two higher than normal mode. + Removed VR Soon text. + As this is our last big update we removed the continuous update text intro. + Fixed a bug where the bench sounds would loop endlessly after use. + Fix UI Clipping issues in the “Totinos Quest” secret. + Increased the distance for override activation in Athena. + Removed the wingun from daily challenge, Lol. + Fixed the presentation of some sprites in the “Totinos Quest” secret. + Now enemies are less willing to attack immediately when loading into Athena from a save. + Minor changes to secrets in oneDOS and the STRAFE®: the motion picture script. + Adjusted maximum fire rate for machine gun and shotgun 10 -> 7 shotgun shots per second is max shotgun, 33 shots per second -> 25
+ Adjusted the fire rate perk curve, curves out smoother at the base instead of hitting cap abruptly. + Fixed issue where tapping fire rate wouldn't scale with fire rate stat increases. (primarily affecting the railgun / railgun upgrades) + Increased the value of the railgun’s base fire rate upgrades. + Fixed scenarios where you could rob the merchant without consequence. + Fixed inconsistencies with different weapon upgrades shooting the end boss’ turrets. + Small changes made to optimize pathfinding. + Cleaned up pathfinding on level transition. + Fixed performance related bugs with AirBud. + Highest loop count added to main menu stat screen after completing first loop. + Added loops to death stats screen when looping. + Fixed issue where glutton would show as cause of death when beating the game in last run stats. + Removed some seeded rng drift making glitch merchant only possible once per run instead of once per level. (Supposed to be extremely rare event anyways and shouldn't be a source of health and items to exploit) + Updates to Stalker AI to give better combat experience. + Fix bug in the Speedzone that could generate levels in Athena that show dev textures in some areas. + Quality of life changes made to the boss fight. + Fixed small visual bug with end credits sequence + Fixed rare bug with scientists in the end area
Saturday May 16th from 2 to 8pm EDT join LTDigilusion & suni_aka_steff & Traumtaenzer1986 for III Streams + VI Hours = 1 Tournament!!! Join your 3 host where the overall winner will get the Geometry effect and the Top 15 will get some PbP Coins!
Marbles on Stream Tournaments Kits are specially purchased events that members of the Marbles on Stream Community host. To participate all you need to do is join their Twitch channel and participate in the races during the listed time.
The Top 15 at the end of the Tournament will win the following:
1st - 500 PbP Coins + Exclusive Kit Effect.
2nd - 400 PbP Coins.
3rd - 300 PbP Coins.
4th to 15th - 100 PbP Coins
Marble effects once owned can be activated by using our Marbles on Stream companion app for iOS & Android. To get the app visit this link on your mobile device: Marbles on Stream Companion Mobile App
Howdy Governors! 🌼 Need some help to complete your current Team Challenge? Say no more, call of your teammates and get extra points in ALL AREAS during this weekend!💯
The time has come for a new arena for Super Buckyball Tournament! Until now, our friends Pink, Pai, R47 and Lang have been playing down by the harbour and they are ready to move up into the big boy’s league.
The original idea for the Dragon Stadium is to provide the characters with a more official-looking playing environment similar to real-life where football is played in the streets on fields all around, but the bigger and more official games are hosted in stadiums.
Below you can see our original concept for the Dragon Stadium
If you remember the Great Harbor Arena, you will notice that the atmosphere is very different. First of all, the Dragon Stadium takes place at night which contrasts the blue sky of the Great Harbor Arena. Second, this new stadium is more dominated by red colours and is lit up by spotlights. And third, the Dragon Stadium has a lot more fans standing around cheering you on while you are playing.
After having decided to make this stadium, we started from scratch.
Below you can see a picture of our stadium foundation.
The challenge we faced afterwards was then how to maintain the SBT feeling and atmosphere. And so we started to design elements to give players the feeling that this is SBT. Here you can see our concept art for the stage which is placed on the side of the stadium.
Based on this, it seems pretty obvious why it is named the Dragon Stadium
We have also added some tour busses for our characters to have a rest and checkup stations for them to test their equipment before the matches.
Below is the concept art for the blue team’s goal post.
And here is the concept for the red team’s goalpost
The blue head is supposed to be a tiger and the orange one is a lion. Since lions and tigers naturally do not exist in the same habitat, an ancient debate about who would win in a fight between a tiger and a lion is here a symbol to show the fight between the red team and the blue team.
Another interesting fact about the two goalposts is that on the tiger’s tongue is written “over the sky, NO1” and on the lions tongue is written “under the sky, NO1” this means that the tiger is the strongest in all the heavens and the lion is strongest on the earth. Pretty cool stuff eh!
We have also added a few squares on the ground in front of the goalposts to help the goalie get a feeling for his position in front of the goal.
Here you can see a few pictures of the final design of the Dragon Stadium.
We are pretty excited to bring this stadium to you in our next update and to put some more variety into the game. What are your thoughts?
You can see a previous of the stadium in this video we made for you
And make sure to join our community Discord for news and updates about SBT!
You've probably heard about the Colt Canyon being a very hostile place filled with dangers of various kinds! Well, today we are going to take a closer look at some of the obstacles you will face on your journey. This is just a small selection, so don't expect to be prepared for everything once you step into the canyon only because you've read this edition of Dead Man's News. But don't stop reading, because every help will be needed if you're planning on successfully saving your partner!
Keep in mind that every area in the canyon comes with it's own set of enemies and obstacles. Some might be unique to this area but others can be seen in more than just one area.
One very classic way to die is by not paying attention to what you're whacking your knife into. Usually you destroy containers hoping of finding useful loot. But watch out, almost everywhere in the canyon you will find containers with highly explosive materials inside. So you better don't stand too close when they blow up, and I can promise you one thing: They will blow up.
Remember that you're by far not the only thing that takes damage from explosions, so a couple of explosive objects might come in handy from time to time and can easily be triggered from far away with a well-aimed bullet.
Those explosive barrels are not the only red thing in the canyon though. Plenty of other traps are waiting to get their shot at killing you. Another nasty example is the arrow trap that can be found carved in some cliffs of the more wild parts of the canyon. While it can be disabled very easily with a quick punch you gotta spot them first, and at that point it could already be too late.
But not all traps are man-made! Even some plants will try to kill you. You should not get too close or if you really need to cross them you should try to jump (aka dodge) over them to minimize your contact with them.
But of course, just like in real life the most dangerous things are not inanimate objects or plants, but living creatures. You might think something like the highly venomous scorpion might be very high on the list for the most dangerous things in the canyon. After all, it can't be hit with most guns because it's too small and its venom will hurt you even after the scorpion is already dead.
But no, the scorpion can be easily killed with your knife and the venom is not very effective if you just stop moving for a while after getting hit. The most dangerous thing in the canyon is the most dangerous thing everywhere else too. It's the human!
You will face a lot of very aggressive human enemies that all have one thing in common: They want to see you dead. In fact, most enemies in the canyon are human, but you can still find differences in their behavior, appearance, and of course weapon of choice. Very early on you will learn to fear some of them more than others. One example is the following fat dude:
Yes, he only has a very small knife, but the real danger comes from his sturdiness and of course the lasso that he will use to tie you up. This will make it difficult for you to move and aim, so you should try to avoid that. Duh.
From time to time you will also encounter some particularly talented versions of enemies that weren't a huge challenge up to this point. These elite versions are tougher to kill and more skilled, so if they spot you you should focus your fire on them. A good way to counter them is by trying to get behind them to shoot them in their back where their shield is not helping them.
Of course you will also face all kinds of other more generic gunslingers, but those are not very exciting, so I didn't list them here. Instead, I want to show you a more rare enemy. This woman might not have a gun, but she can still be very deadly.
As you can see you are not the only one with the ability to dodge and run fast. You might want to pack something that shoots fast as your secondary weapon when facing this gal.
Anyway, this was just a small peak at the dangers you will have to face in Colt Canyon. However, I don't want you to think that everything in the canyon wants to see you dead. Not only are there some people that actually need your help, but you might also find humans and animals that are not out to hunt you down and are just minding their own business. Some other folks are not even there voluntarily, unarmed and will only run away when they spot your revolver. So don't shoot everything that moves or you will be the bad guy in the end.
Hello! You can now follow Artbarian Games onInstagram. @artbarian_games
I've been working a lot on something new and plan to reveal more soon, so make sure to follow not to miss out and keep in touch with the progress on any of my future projects!
During the years of World War II, factories of the USSR produced more than 50,000 T-34 tanks. Assembly lines worked day and night. Today's video is about this legendary tank. Enjoy watching! https://youtu.be/gtR1y-gLGs4
May 9, 2020. Version 1.0.3 fixes a few minor things, including a fix so that the bottom of the screen won't be cropped if you set Windows to use an enlarged text size.
Some people might have noticed a very large or very small price for the in-app purchase in recent days. International currencies were not being handled properly for most countries outside North America. It has a proper price now.
Enjoy the games, and if you have any issues or concerns, please write to me through my support page. I always do my best to be helpful. http://www.solitaireforever.com/sf2/support/
You may have some feedback to share, so we have included a link to the Feedback Form in the game when you finish the first mission. But you can always find it here: PROLOGUE FEEDBACK FORM