Our {LINK REMOVED}KICKSTARTER campaign is almost over: less than 24 hours left! To those still on the fence: this is your last chance to explore Sandrock ahead of the crowd and earn exclusive content! Also - If you want to learn more about Sandrock and us, check out our {LINK REMOVED}AMA, and for a peek at the exclusive content we're designing for backers, check out our Exclusive Wedding Clothes and Pet concept art!
Brand New Combat System in Sandrock Once upon a time in Portia, there was a very simple combat system... -- Too simple, in fact! We wanted the combat system to be simple and casual; punishing gameplay mechanics didn't really feel right in Portia. The simple hit and dodge system we ended up with was fine and low pressure, but by the end of a long playthrough, pretty much every player was fed up with it. So, we're trying some new things to freshen up the combat in My Time at Sandrock, without giving up on our original philosophy of casual fun.
The difference players will notice first, of course, is the visual upgrade to the attacks! All of the moves in Sandrock will be fancy and fun to see executed. The main mechanical difference we've added to Sandrock is a "break" system, where players will be able to "break" an enemy's defense, then go all out and wail on 'em! Each enemy will have a level of "toughness" that can be broken through, and certain enemies will be easier to "break" with certain weapons or effects (more on this later). When an enemy's "toughness" reaches 0, an explosive visual signifier will play, their defense will be broken, and then the enemies will flinch at your attacks! We think this will make combat a bit more thoughtful and fun without weighing people down, and also create a more satisfying rhythm of gameplay for outdoor exploration and dungeon crawling.
Many players complained that combat in Portia is monotonous due to the binary toolkit: you can either attack or roll, and that's about it. The only feature we had that gave any room for creativity was limiting the number of rolls a player could make with the stamina bar. Beyond improving things with the 'break' system, we've brought in some experienced combat designers and programmers to help out our team and bring more creativity to combat; they began working on the Sandrock combat system in March 2019 and they've been hard at work since! Let's look at some early-stage examples from My Time at Sandrock. First, we've made attacking and dodging more fluid:
Next, here's an example of creative solutions we're adding into combat: This charming fellow here has a number of hammer smashing attacks he wants to flatten you with, but he's a bit clumsy, so you can bait him into hitting electric panels, which will shock him and break his guard! Little things like this we think will give combat more flavor while still keeping it casual.
More on the "toughness" and "break" systems we mentioned before: each piece of equipment will have lots of randomized attributes that can be influenced by the quality of materials you use to make them. In addition to having different feels to them, different weapons will 'break' certain enemies more quickly and can even gain additional 'break' effectiveness from other pieces of equipment, rewarding players who build better equipment with the ability to cut through enemies' defenses like butter!
Other things we're trying out include a new skill tree, unique weapon attacks, and attributes that increase as you spend more time using a tool or weapon... If this is all starting to sound complicated, don't worry! Keeping things casual is still a core aspect of our design; as we add all this new stuff, we won't punish players harshly for opting out. Mastery of the new combat systems will just allow for deeper dungeon exploration: areas that are not necessary to complete the main story. Those who do dare to adventure deeper may stumble upon some very fine treasures however... That's all for now! As we move onward and into the beta, we look forward to testing out our new mechanics with you and getting feedback from our players! We hope to add more skills, more fun ways to defeat enemies, new 'break' effects, weapon switch combos... sky's the limit! See you there, Sandrockers!
Please support My Time At Sandrock on Kickstarter, here’s the link, less than 24 hours left:
★Rumia has been nerfed for a bit ★Enemies within Rumia's room has been drastically decreased
localization
○Added Portuguese
Bug fixes
★When holding onto the left click Sakuya will now enter her slow-mo mode properly
New Active items
★Kasa-obake,rebound all bullets and damage enemies by meleeing them ★Gungnir,extremely powerful vampric spear gun ★Donation box,instant kill all surrounding enemies and turn them coins that double their original worth ★Scrap Tram purchase permit,hired a tram and ran someone over ★Reporter's camera, happily clear off the bullets
EndlessDream v0.8.7 2020/11/13
BOSS
○A complete remake on Rumia ○Increased the stateliness of the boss silghtly She now has three phases and her dark energy increases gradually ○The first phase She will do a very representive bullet fight ○The second phase she will use dark energy to aid herself ○The third phase she will use a dark Master Spark to suppress the player
Function
★The details for the items can now be set hidden in settings to avoid blocking the view ★The key mappings for back to the map and display tutorial can now be changed Multi-language ★Fixed some Japanese bugs
BUG
★Fixed a bug that caused the game to crash occasionally
EndlessDream v0.8.5 2020/11/04
New playable character
○5014/5000 ○Since we finally reached the 5000 copies goal ○Here She COMES--Izayoi Sakuya! ○She throws knives! ○She throws a lot of knives! ○She freezes time! ○She teleports! ○She may be more useful in mid to long range fights! ○Have a go with her! ○Also...Suika coming soon...5014/10000
Camp and NPC
★Massive improvemts made to the camp ★A little bit of SIMs style blocks, you can now extend the camp through Yukari ★A whole bunch of SIMs things... ★The brightness of the camp will now change along the difficulty, getting darker while the difficulty increases ○New functional NPC: Yakumo Yukari ○You can now bring your buddies to the feast using dark energy ○New functional NPC: Yasaka Kanako ○Dark Fragments can now be harvested as industrial source energy, boosting Kawashiro Nitori's technology, providing free starting tools ○New functional NPC: Kurodani Yamame ○She eats fragments and spins her webs! Weaving different color capets ○And a bunch of NPCs that are useless for now...but maybe later ○Slight adgustments to the graphics that shifts the speech bubbles to the middle when the dialogues are too long
Screen (motion picture)
★Slightly reduced the amount of darkness outside visual range
BUG
★Fixed the monster handbook's bug in non-Chinese languages settings
Utility imporvements
★Using a controller or not are now optional when plugged in, you now have to activate this function in settings for it to work
EndlessDream v0.8.4 2020/10/25
Bugfixes
★Fixed the bug when holding space will allow player to keep on buying stuff ★Fixed the bug where by moving with controller would cause PC to be transparent ★Fixed the bug where upon cloning Reisen the game will be stuck
Localization
★Fixed a crap ton of translation
Data
★Leaf drop chance increased by 16% ★Marisa’s leaf requirement for her gift has been reduced by 1 ★Reisen’s leaf requirement for her gift has been reduced by 1 ○Sincere apology for the hardcore comrades out there who has already grinded them
Touhou Endless Dream v0.8.3 2020/10/23
Controller
★Controller is now supported ★Controller is now supported ★Controller is now supported ○Just simply plug in the controller, and there should be a very clear instruction in the setting, or tutorial about the button configuration ○Players may choose which stick will be used for attack UI ★Item description’s transparency has been increased, so as not to block the view that much。 ○You may access the setting at the Bonfire and the Big Map Data ○Tweaked the Boss drop and non-boss item drops, and also increase the bosses’ item drop chance
Gameplay
○You’d think “dead” teammate walking behind you is something that’s not supposed to happen, so, we ‘d decided to mark out the dead by instead, dragging behind the PC , by rope Localization ★Fixed some of the untranslated items
Bugfixes
★Fixed the bug with the Bosses’ BGM ★Fixed the bug with Honey crystal that will cause the max HP to get over the real MAX hp ★Fixed the bug with some healing item over , over healing PC over the max hp
Touhou Endless dream v0.8.2 2020/10/20
System/UI
★There will now be extra fragment after level completion ★With each increase in difficulty tier, there will also be extra fragment rewards ○Fixed the main menu to add the QQ and Discord chat links ★There’s now a toggle to display the player’s hitboxes ★There’s now a toggle to display the HP in numbers ○There’s now a toggle in the setting to display the tutorial
Tutorial
○Rumia and others who could provide PC with upgrades will now have a “!” above their head, until the player talk to them ★Upon using the Big map for the first time, there’s now a VERY clear indication from the PC, informing the player not to let torches to be consumed by the darkness
Item/Data
★Added a number of MP recovery tool, Tsuchigumo, lips stick, Honey crystal, Fox mask ○Reisen’s Ult now summons a max of 7 clones ★Increased Melee weapon’s damage and make them able to destroy projectiles
Display
○Now uncollected encyclopedia entry will be grayed out ○Optimized the black edges of the map ○Optimized the blinking effect of enemy stacks
Bugfixes
★Fixed the result screen would force the game to close and return the player to the bonfire upon restart ★Fixed the bug with tutorial and ESC pause menu blocking the view Localization ○Now there’s multiple languages ! ○Updated the log’s translation
Touhou Endless Dream v0.8.1 2020/10/18
Bug fixes
★Fixed the bug where encyclopedia would be black out for some reason ★Fixed the bug with memory leak
Optimization
○Added this display (where is the image ???) ○Rumia would only have a full conversation for the first time, further conversation will be sped up ★Clownpiece will light up her own torch, so now players could interact with her upon seeing her ★Fixed the bug with memory leak that causes a loooong load
This is a medium-sized update that adds five new campaigns, a number of new units (bringing the total to 325), and some new features, in addition to bug and crash fixes. As always, please report bugs or crashes in the Steam discussion boards, and my thanks to everyone on the Discord server who tested this build out yesterday (invite link to the Discord server). Changelog follows:
Changelog for 7.1.0
ADD: Crash message screen with location of crash log and instructions to report the crash ADD: New Campaigns: Afrika Korps on the Advance, Ariete on the Advance, Desert Rats Victorious, The Continuation War (Finland), The Continuation War (USSR) ADD: New Generic units: Medium Mortar Team, Heavy Mortar Team ADD: New British units: 6 Pdr Portee, Churchill IV NA(75) ADD: New Finnish units: T-26 M33 (FIN), T-26 M37/39 (FIN), T-28E M40 (FIN), BT-42, BA-10 (FIN), 37 PstK/37, 45 PstK/32, 50 PstK/38, 76 RK/27, 105 H/33, 122 H/38, 150 H/40 ADD: New Soviet units: BA-10, T-70, 85mm obr. 1939, Mark II (Matilda II), Mark II 76mm (Matilda II CS), Mark III (Valentine II) ADD: New Italian unit: AS 42 - AT ADD: Missing portrait for Typhoon ADD: Display for resolution of HE hits on unarmoured vehicles
CNG: Combat days now start no earler than 4:00 and end no later than 22:00 CNG: If player attempts and fails to withdraw from a battle, player unit and squad counts as moving, may move into new terrain, may have new LoS, etc. CNG: Allied AI units should now act more often CNG: Removed action modifier for AI units at medium and long ranges CNG: AI units no longer allowed to pivot when conducting defensive fire
FIX: In RoF calculation, to avoid penalty, the Loader on reload command must be in same location as gun FIX: Missing APCR ammo entry for BA-6 FIX: Campaign locations and times in extreme north in summer will no longer crash the game FIX: Options menu can now handle lists of options longer than 26 items FIX: Some roads to edge of map were being drawn with incorrect colour in North African maps FIX: Date and time console being incorrectly drawn between Campaign Day and Scenario layers FIX: No longer possible to operate a gun in a RST while CE on first turn when default status is set to CE FIX: Fill Ready Rack hotkey will now work even if there are not enough shells available to completely fill Ready Rack
As the first of many free content updates, 2 new bosses have been added to the game! If you rescue Banquoir be sure to speak to him in the courtyard, he has a plan to reduce the lingering evil and needs your help!
Going forwards content updates will follow a similar formula - 2-3 new themed bosses added to a new area in the castle, supplementary to the main story line, and always free. Other planned updates for the near future include an area below the castle crypt to fight the roused undead there; and a lower level to the caves to continue fighting the corruption seeping from below.
Thanks everyone who has picked up the game, I appreciate your support and feedback, and am looking forward to this game's continued growth!
The new 0.6 update for Maze Qore Arena is now available!
In this update, we have been hard at work to deliver a new game mode, and several more new levels!
IMPROVEMENTS
New game mode: Jail Bait.
New map: Yellow Sector - Fahrenheit.
New map: Red Sector - Peer Pressure.
New map: Quarantine Zone - Doctor Sid's Lab.
New map: Grey Sector - The Killing Floor.
New map: Dream Sector - Cloud Nine.
Fixed bugs with the audio and multiplayer settings.
Fixed bug preventing a match from loading it's respective settings.
Polished the bot AI to perform better with Flag Hustle and Jail Bait.
KNOWN BUGS
Bot AI is still a WIP; finally playable with Flag Hustle and experimental with Jail Bait.
Players may seldom disconnect as the server changes to a new level.
Players may be unable to rejoin the same server they were abruptly disconnected from, requiring a restart of the game.
Instant Action: Bots have trouble navigating through teleporters, seldom rendering some maps unplayable on certain game modes (Flag Hustle and Jail Bait).
Teleporter sounds lack proper attenuation; sounds will still play as if you are close by. For this reason, it is recommended to play Doctor Sid's Lab and Cloud Nine with at most 4 players/bots to reduce noise spam. Expect a patch soon to remedy this.
After feedback from the team, we decided to alter our plan for the final release and post-support. We will take our chances introducing mod support before early access ends and hope for the best. We may have been looking at this the wrong and realized the potential the game truly has beyond just an action-arena, E-sports-friendly, shooter. We want to make it modular and expand the game with multiple themes to suit the gamer's preference, somewhat similar to Prison Architect only better. As a spin-off to our main project, we now seek to expand this game outside the confines of a prison, and we will start showing this by the next update version 0.7 with more outdoor levels and another new game mode.
By version 0.8, we will bring two more new game modes, and a handful of game themes (to be discussed when that time comes).
By version 0.9, bot support should be completed, and mod tools released in beta phase.
By the end of early access (1.0), mod tools will leave beta, completing the entire project.
Post release may see two additional game modes, and a series of holiday events for two years.
_____________
I hope you enjoyed this update and thanks for playing Maze Qore Arena!
Thank you for your ongoing support as we have continued to work through the Day 1 teething issues we’ve faced. We're currently continuing with server maintenance and improving server stability. Our team have been working through the night to get things back on track and that will carry on throughout the weekend.
We're aware of the periods of downtime and we're really sorry for the disruption. We're doing everything we can to avoid this and to keep downtime to a minimum. Thank you to everyone that sent in reports through the feedback form, every single one helps us to investigate further so we really appreciate your time. If you do experience an issue we ask that you submit a report through the Poker Club feedback form as this will be routed directly to the relevant team.
We shared a more detailed update on our website last night to share the latest details about:
- Server Updates - Scheduled Maintenance - 50K Chip Bonus - Known Issues / Upcoming Fixes
Just a small update with a few cosmetic changes here and there (intro cutscene, credits, first level). But a bit of a big change to the final boss. Hoping it makes him less cheap to some players who may struggle... but if he is too easy now let me know !