Astronarch - Dale
My Astronarch,

We have officially entered full release! The final 10 Corruption Levels have now been added, making 20 total. The heroes' aura will grow ever stronger as these new challenges are overcome, culminating in a true test of will. Completing Corruption 20 will reward you with a mini-epilogue, completing the story.

You can also now earn cosmetic upgrades for the tavern. A new "Challenges" button is available in the tavern, which shows the achievements you must complete and where the reward will get placed.

Patch 1.0.0
General Changes:
  • Corruption 11-20 can now be unlocked.
  • Cosmetic upgrades can now be earned in the tavern.
  • The Ranger's companions are now viewable in the tavern.
  • Ancient items you find will now always be different to ones you already have.
  • The Fiend's resurrect, Warlock's passive, Ronin's active, and Brawler's active abilities now have a visual indicator to show their progress.

Hero Changes:
  • Warlock's passive ability - Heal 1%/2%/3% and gain 5/10/15 ATK and DEF for each knocked out hero > Heal 2%/4%/6% and gain 10/20/30 ATK and DEF for each knocked out hero.
  • Pyromancer's active ability - Now deals 50% less base damage, but all of it's damage is now piercing.
  • Fiend's active ability - Apply a bleed equal to 6%/12%/16% of your Max HP > 10%/20%/30%.
  • Ranger's companion Shiva - 300 Max HP > 500 Max HP.

Enemy Changes:
  • Carrion Spawn's active ability - 100% Piercing Attack Damage > 50% Piercing Attack Damage.
  • Manticore's active ability - No longer applies Ruin.

Item Changes:
  • High Elf Claymore - Your Attacks have a 15%/30%/45% chance to deal an additional 40% damage to your target > Your Attacks have a 20%/40%/60% chance to deal an additional 50% damage to your target.
  • Haldonir's Cursed Blade - Heal for 20%/40%/60% of your damage > 50%/100%/150%.
  • Esoteric Keystone - Gain 10%/20%/30% of the MP expended by enemies > 25%/50%/75%.
  • Yuki's Hurricane - At the start of combat, increase your SPD by 30%/60%/90% for 6 seconds > 40%/60%/80% for 6/7/8 seconds.
  • Helm of the Mad King - Attackers increase your ATK by 2 and SPD by 2% > Attackers increase your ATK by 3 and SPD by 3%.
  • Helm of the Mad King - Now has the Protected keyword.

A special thanks to everyone who gave feedback during Early Access, you all played a part in making a game I am very proud of. I wish you all well in your future adventures.

~ Dale
Jan 22, 2021
Wheel of Fate - Mundane Rena
Hi Everyone!
Hopefully, you’ve gotten through the first month of 2021 in one piece! You know what they say, “As one door opens another one … opens!” This is atleast the case for dungeon doors.
One of the core elements of our Wheel of Fate game is the replayability of our ever changing dungeons. For this game design spotlight, we wanted to bring to light the thought process and logic surrounding these mysterious ruins.

Here’s a deep dive into the game design behind the creation of Wheel of Fate’s procedural dungeons!


What was the most difficult part of creating the dungeons?
The most difficult part of designing the dungeons was piecing it together. By that, I mean we had a clear vision of the dungeon system we wanted, had modular dungeon pieces and a working AI but it was a matter of connecting each operation.
We had to make the AI capable of generating these unique dungeons based on player choices that it has observed. In addition, when there’s this much variability and combinations it makes testing very difficult. It’s hard finding solutions to weird problems when you’re still working on recreating the issue described.

What are the dungeon doors with rocks over top of them?
So each modular dungeon piece is designed to have four ‘doors’ by default and the rocks are the AIs solution to fixing this. The purpose of this four doors design is so that they can be continuously combined with other modules. One module can have all four doors linked or based on your spin it’ll only have 2/4 doors available which is when the AI implements the ‘rock collapse’ to block those other doors.

What do you feel could be improved upon on the dungeons?
Whenever I’m asked this question, I’ll almost always think ‘everything’ haha. Specifically for the dungeons I would want to improve the level design, tile sets, and revamping what’s there already. There’s certain areas I like and areas I don’t like at all. However, my main focus would be in redoing the level design so that there’s more difficulty variability between areas and based on spins.

Which elemental dungeon is your favorite? Which is your least favourite?
Similar to the earlier game design blog post about the 4 races of the World of Providence, I like all four elements for various reasons so this is a hard question to answer.
For the entrance way and aesthetic, I think the coolest ones are the changes made with the wind and fire elements. Water and Earth have really cool elements to them as well. The creatures for the water element have a great design. My least favorite is likely to be Earth since I’m not a fan of the particles and how dust and dirt is coming out of the torches.

How did you design the dungeon traps? Ex. conveyor, spikes, elevators etc.
Basically, the game design team had a list of trap concepts and set up videos of trap rooms to try out the various types. There were so many traps possible that were filtered through. Primarily, we chose the traps based on their compatibility with the AI, limited player displacement and overall variability. The traps had to be able to work with the AI in that they had to be able to be placed without breaking anything such as getting a player stuck in a wall or in a perpetual trap loop. The reason we wanted to limit player displacement was to prevent the changes of a perpetual trap loop which is when one trap knocks the player into another one and the cycle repeats itself continuously.
Lastly, we wanted enough trap variability to work with the AI spins. In Wheel of Fate, you can have a conflict, knowledge, fortune, industry and adventure influence. Knowledge, for example, will spawn for puzzle-like traps. However the traps still need to fit with the modules and themes despite the variability.

Could you explain how the AI creates the dungeons?
The AI for Wheel of Fate actually has a very sophisticated observation system. It observes the player choices throughout the game, even after the first spin it keeps learning about the player and builds on top of that. After watching what the player does, the AI influences the wheel based on choices which chooses the theme/element/tier. Then, the AI builds dungeons based off of the spin. Basically, the wheel spins, tells you what the spin is, and the AI generates stuff for what you get. This decision makes the seed of the dungeon, like a GMO, and builds out from choices. Module dungeon pieces are placed, the layout of dungeon changes and each room has smaller module pieces that also change. This is why the mini map will show you the rooms and number of doorways but the layout for each room does not necessarily matter.

How did you determine where to spawn chests and monsters?
It’s not really a choice. Based on predefined metrics, rules, and navmesh, the AI understands which areas are spots where things can happen and spawn. There’s a bit of randomness to it which is why sometimes you can have stuff spawning over a wall or over a cliff when boundaries are too tightly defined.

Did you have any plans to expand on the dungeon?
We have tons of plans to expand. Ultimately in a shorter time frame, I would love to redo the tile sets. If I could redo the whole dungeon, then I would redo each modular dungeon piece and add more. Each dungeon piece would get a new tile set and new level design. I would also refine the generation part of the dungeon and add more logic between spaces for a more interesting layout of the dungeon. This way the dungeons could be navigated but can still have interesting patterns. In addition, it’d be nice to have more specific pieces instead of generalized pieces but for now, most pieces are designed to be reusable due to limitations.



We hope you enjoyed this game design spotlight and got a better understanding of how the dungeons work.
How about you? What do you think of the dungeons? Be sure to let us know in the comments!

Cheers!

UDX Team
Jan 22, 2021
Henosis™ - info
We're excited to kick off the new year to bring you Patch 1.4 which has now been released and now supports 11 different languages! As a special celebration of this milestone, we're now offering players a reduced set price!

Full Patch Notes:
+ Localization support for 11 languages.
+ UI Adjustments
+ Fixed a bug where the colliders on the Electrical Bursts in World 2 were out of sync with the animation.
+ Player Jump mechanics and colliders tweaked
+ Minor asset and level tweaks
+ Tweaked some physics glitches.
+ Keyboard movement now enabled with easing.
Jan 22, 2021
Shield Cat: The Lost Conductor - Roxanne
Shield Cat is on Steam now!! Thank you to my Patrons and everyone who supports me and makes this all possible!

Here are the patch notes compared to the previous version of Shield Cat (prior to being on Steam)

===== NEW =====
  • You can now go into Lance's house!
  • There are now ambient sounds in the game. There is a new audio configuration index for these environmental sounds!
  • There's now a menu! It's very basic, but it works, and that's the important part! Pretty much all available options are in the menu now (Except gamepad/keyboard remapping, which will come later) so it is no longer necessary to edit main.ini
  • The menu is themeable! Several themes created by the community are included. If you come up with one, please let me know!
  • You can now adjust the game's brightness (in the PostProcess settings)
  • All other options which were previously only available by editing main.ini are now in the menu.
  • You can now adjust the game's difficulty! Stats for Lance and enemies as well as enemy AI change depending on the difficulty level, as well as drop rates for petals and health.
  • You can now have the game draw hitboxes by enabling the Debug Overlay and pressing F1. They'll continue to be drawn even if you close the debug overlay.

===== IMPROVED =====
  • Lance will now respawn faster in areas that are a single screen in size.
  • Lance's footstep sounds for dirt and stone have been replaced with less intrusive sounds.
  • Add additional checks for the game to try to ignore non-gamepads (mainly for Linux.)
  • Input debug screen now shows input and strings for the keyboard as well.
  • Audio fades in and out properly when going indoors/outdoors.
  • The reflections are complete now! Parts of the environment like tall trees and whatnot can be viewed now, and the reflection is also animated.
  • XInput players are now set based on the XInput player slot they're assigned to (0 through 3) instead of the configuration for the controller.
  • Audio balancing is now much improved for people with surround sound setups.

===== RESTORED FEATURES =====
  • Moving platforms have returned! Now you actually have to time your spins across gaps, because I marked them all as pit environments.
  • Lance will now correctly drop petals when he falls.
  • Lance's Mini Meter is back. It will show up whenever Lance loses health or magic.
  • Small birds are now back! They hop around, but if you approach them quickly, they'll fly away.
  • The grandfather clock returns. Now you can know what time it is while playing.
  • Vibration is now back! You can adjust the strength for individual controllers or disable it entirely by editing the config files for now.
  • The bumpers are back! However depending on how far along I get in development before I put a new build, you may or may not see them. If not, just know they're there heh
  • Gates and levers are back! Now you actually have to play properly, sorry.
  • However, saving and loading is back! Currently it defaults to slot 0, which you can change in the INI file. The game will currently automatically save and load, since Willow doesn't have dialogue scripts yet.
  • The game will remember which scales you've collected, as well as how many petals you've collected and which gates you've opened.
  • You can quit the game by pressing the Escape key.
  • The forest room music from the SAGE demo is now back! It's not the intended music for this area, but at least it's nice to hear some music in the game again. (I'll be putting the intended music when I'm done composing it)
  • Health fish now appear in the grass and drop from certain enemies.
  • Locks and keys are back! If you encounter a lock, try looking for a key!!

===== CHANGED =====
  • The indoors/outdoors transition has been improved and is now the spiral transition I've been wanting to do forever but didn't know how to.

===== BUG FIXES =====
  • Removed debug function that was accidentally left in (Pressing P attempts to teleport you to a different area.) Related but the teleporting function works now, so debugging is not necessary.
  • Squirrels can no longer run over pits.
  • Fixed both parts of extending bridge not extending when gears are hit.
  • Fixed ravens dropping petals (as they can drop petals out of bounds.)
  • Fixed Lance's spin costing magic on the first spin when it's supposed to be free.
  • Fixed Lance's spin animation making it appear as if he's spinning in reverse (spin also now speeds up relative to how fast he's going.)
  • Fixed Lance not making any footstep sounds when stepping on stone.
  • Turning off gamepad input actually turns off gamepad input now.
  • Fix grass not being able to be cut after going into and leaving Lance's house.
  • Game will no longer forget all the gamepads connected when going between rooms.
  • Fixed where the game wouldn't recalculate its display configuration after reloading main.ini at runtime.
  • Objects will no longer animate the first time you step into a new screen prior to the screen transition completing.

===== KNOWN BUGS =====
  • Marcus gets stuck on walls and can't smoothly walk along them.
  • When going to Marcus' Adventure and then to the Mode 7 Test Room, the floor is no longer drawn.
  • Marcus' screen transition doesn't work in certain scenarios.
  • Lance's shield does not attack enemies.
  • When Lance runs out of health, nothing happens.
  • When Lance is moving between screens, certain animations don't play correctly.
  • The CRT Glow is broken in certain configurations.
  • The exact scale you've collected can change between builds if the room was updated and more scales were added.

Thank you!
Thanks to the following Patrons and everyone who makes this possible:
Accalia, Shadow8t4, BeepSterr, BenTheDragon, Bizarre Machinist , David Wolfpaw, Caliburn Absolute, Chris Badger, Clover Arizona, Spyduck, Cloud Hop, Fao, FaultBat, Flake, FoxyDude, Nutalie Frost, Gri, Goronhead, Holly Hoppet, Holly 'Frinkel' Lotor, Jyrki, Hulex Fox, Kirbizard, Kaypar, Trash, LF, LexiTheTT, Lorxus, Luna, Luna Moona the Little Kahuna , Durk Vash, Markus Joseph Kitsinger , Marlyn, Maxine Red, Mello the Ferret, Midori, Nenekiri Bookwyrm, Axel Husky , NovaSquirrel, Otarine, Ripp_, Rix, Cam D'Arcy, Saxxon Fox, Ansel Geisel, Susan Tolias, Tabby Cromarty, Vivee, meerm, megaRammy, raine, SUSHiCLAWS
Drox Operative 2 - Soldak Entertainment
Skill Balance! This patch rebalances most of the player skills, makes star types affect planet types much more, and fixes several other more minor issues.

0.832 change list:

  • increased ReverseEngineering skill MultTechnologyChance from 0.2 to 0.28
  • increased LifeLeech skill LifeLeechOnHit from 2.0 to 5.5
  • increased BloodLust skill ManaLeechOnHit from 2.0 to 7.6
  • increased Shockwave skill per level damage from 0.1/0.1 to 0.125/0.175
  • increased KineticShockwave skill damage from 0.2/0.3 to 0.245/0.343 and per level from 0.15/0.15 to 0.245/0.343
  • increased Shatter skill damage from 0.2/0.3 to 0.343/0.480 and per level from 0.15/0.15 to 0.343/0.480
  • increased UnstableProjectiles skill damage from 0.2/0.3 to 0.480/0.672 and per level from 0.15/0.15 to 0.480/0.672
  • increased ExplosiveImpact skill damage from 0.2/0.3 to 0.480/0.672 and per level from 0.15/0.15 to 0.480/0.672
  • increased DestabilizeCore skill damage from 0.2/0.3 to 0.480/0.672 and per level from 0.15/0.15 to 0.480/0.672
  • increased ChainedBeams skill ChainingProjectiles from 0.1 to 0.2
  • increased FullSpread skill SwarmProjectiles from 0.05 to 0.175
  • increased Barrage skill SwarmProjectiles from 0.05 to 0.175
  • increase Ambush skill FullHealthEnemyDamageMult from 0.25 to 0.5
  • increased Hack skill defense debuff from -10/-0.1 to -14/-0.14
  • decreased Weaken skill attack debuff from -10/-0.1 to -7/-0.07
  • decreased Weaken skill damage debuff from -0.1 to -0.07
  • decreased Ruthless skill damage debuff from -0.1 to -0.2
  • increased Scramble skill attack debuff from -10/-0.1 to -14/-0.14
  • increased Scramble skill damage debuff from -0.1 to -0.14
  • increased Penetration skill resistance debuff from -0.1 to -0.27
  • increased ElectronicWarfare skill attack debuff from -10/-0.1 to -19/-0.19
  • increased ElectronicWarfare skill defense debuff from -10/-0.1 to -19/-0.19
  • increased EnergyNet skill defense debuff from -10/-0.1 to -19/-0.19
  • increased EnergyNet skill movement debuff from -0.1 to -0.19
  • increased Intimidate skill attack debuff from -10/-0.05 to -27/-0.27
  • increased Intimidate skill defense debuff from -10/-0.05 to -27/-0.27
  • increased Feedback skill per level damage from 0.25/0.25 to 0.75/1.25
  • increased FeedbackPulse skill damage from 0.75/1.25 to 1.05/1.75 and per level from 0.25/0.25 to 1.05/1.75
  • increased ReactiveArmor skill damage from 0.75/1.25 to 1.47/2.45 and per level from 0.25/0.25 to 1.47/2.45
  • increased Crumble skill damage from -0.1 to -0.27
  • increased ChainReaction skill damage from -0.1 to -0.38
  • increased Rupture skill damage from -0.1 to -0.54
  • increased Ignite skill damage from -0.1 to -0.54
  • increased FighterArmor skill PetMaxHealth from 0.1 to 0.14
  • increased Persistence skill PetMaxHealth from 0.1 to 0.2
  • increased Overwhelm skill PowerNeeded reduction from -0.1 to -0.14
  • increased Overwhelm skill PetMovement from 0.1 to 0.14
  • increased FighterResistance skill PetResistance from 0.1 to 0.27
  • increased RadarMastery skill radar from 10/0.1 to 20/0.2
  • increased ThermalDamage skill damage from 0.1 to 0.125
  • increased ExplosionDamage skill damage from 0.1 to 0.18
  • increased ExplosivesExpert skill damage from 0.1 to 0.25
  • increased KineticDamage skill damage from 0.1 to 0.125
  • increased Survival skill resistances from 4 to 8
  • increased Resilience skill resistances from 4 to 11
  • increased Extortion skill QuestMoney from 0.1 to 0.25
  • decreased Salvaging skill ItemsChance/MagicChance from 0.1/0.1 to 0.05/0.05
  • increased Mining skill ExtraMoney from 0.1 to 0.2
  • increased Collector skill ExtraMoney/ItemsChance/MagicChance from 0.1/0.1/0.1 to 0.13/0.13/0.13
  • decreased Guardian skill MaxHealth from 0.2 to 0.1
  • increased Guardian skill ArmorPlating from 0.05 to 0.1
  • decreased Resolve skill MaxHealth from 0.4 to 0.2
  • increased IronSkin skill ArmorPlating from 0.1 to 0.27
  • increased Unbreakable skill ArmorPlating from 0.1 to 0.29
  • increased EnergyMastery skill MaxPower from 10/0.1 to 20/0.29
  • decreased Scholar skill CombatExperience from 0.1 to 0.075
  • increased FastLearner skill CombatExperience from 0.1 to 0.27
  • increased QuickLearner skill CombatExperience from 0.1 to 0.27
  • decreased Hunter skill Thrust from 10/0.1 to 5/0.05
  • increased Quickness skill Thrust from 10/0.1 to 29/0.29
  • decreased PersonalCloaking skill Espionage/Sabotage/PlantSpy from 0.075 to 0.065
  • increased Spying skill EscapeNotice/Espionage/Sabotage/PlantSpy from -0.05/0.05 to -0.07/0.07
  • decreased PowerAmplification skill ChangeMaxPowerLoad from 10.0 to 5.0
  • increased PowerAmplification skill SkillDamage from 0.025 to 0.05
  • changed PowerMastery skill MaxPowerLoad from 25.0/0.1 to 14.0/0.14
  • decreased ShieldModulation skill MaxShields from 0.1 to 0.075
  • increased FrequencyModulation skill MaxShields/SkillDamage from 0.05/0.05 to 0.07/0.09
  • increased ShieldHarmonics skill MaxShields from 0.1 to 0.2
  • increased ShieldMastery skill MaxShields from 0.1 to 0.38
  • increased MarineTactics skill BoardingDamage from 0.1 to 0.14
  • increased MissileAfterburn skill ProjectileSpeed from 0.1 to 0.27
  • increased Penetrate skill SkipShieldsChance from 0.1 to 0.125
  • decreased Stalker skill Attack from 10/0.1 to 5/0.05
  • increased Hunter skill EscapeNotice from -0.025 to -0.05
  • increased Harmony skill EscapeNotice from -0.05 to -0.14
  • decreased Precognition skill Attack from 10/0.1 to 9/0.09
  • decreased Precognition skill Defense from 10/0.1 to 9/0.09
  • decreased Precognition skill CriticalHit from 0.1 to 0.09
  • increased Piloting skill Defense from 10.0/0.1 to 21.0/0.21
  • increased Blur skill Defense from 10.0/0.1 to 40/0.4
  • decreased Xenosociology skill DiplomacyPositive/DiplomacyNegative from 0.1/-0.1 to 0.05/-0.05
  • increased DiplomaticRelations skill DiplomacyPositive/DiplomacyNegative from 0.05/-0.05 to 0.14/-0.14
  • increased Tactician skill Attack/CriticalHit/DiplomacyPositive from 0.05 to 0.13
  • decreased AdvancedAttackTactics skill Attack from 10.0/0.1 to 7.5/0.075
  • decreased Assassin skill ChangeAttack from 10.0 to 5.0
  • decreased MissileMastery skill Damage/Attack from 0.1 to 0.09
  • increased TargetingExpert skill Attack/CriticalHit from 10.0/0.1/0.1 to 27.0/0.27/0.27
  • increased ExploitWeakness skill CriticalHit/SkillDamage from 0.04/0.05 to 0.07/0.07
  • increased SpotVulnerability skill CriticalHit from 0.1 to 0.14
  • increased SurgicalStrikes skill CriticalHit/SkillDamage from 0.1/0.05 to 0.27/0.27
  • increased BruteForce skill damage from 0.05 to 0.1
  • increased WeaponFocus skill damage from 0.1 to 0.14
  • increased Gunner skill damage from 0.05 to 0.13
  • increased PlasmaOverload skill damage from 0.05 to 0.13
  • increased WeaponsProficiency skill damage from 0.1 to 0.14
  • increased Incinerate skill damage from 0.05 to 0.18
  • increased Launcher skill damage from 0.05 to 0.18
  • increased WeaponsMastery skill damage from 0.04 to 0.15
  • increased BallisticsMastery skill damage from 0.1 to 0.18
  • increased Hacker skill damage from 0.05 to 0.26
  • increased BeamMastery skill damage from 0.1 to 0.48
  • increased PlasmaCannonMastery skill damage from 0.1 to 0.48
  • increased AmplifyDamage skill damage from 0.1 to 0.38
  • star type now affects planet types much more
  • red giant stars now have higher chance of barren and dead planets, skewed towards barren (instead of just dead)
  • white dwarf stars now have higher chance of barren and dead planets, skewed towards dead (instead of toxic)
  • red stars now have higher chance of cold planets (instead of dead)
  • orange stars now have higher chance of wet planets (instead of just terran)
  • yellow stars now have higher chance of vegetation planets (instead of just paradise)
  • white stars now have higher chance of dry planets (instead of toxic)
  • cyan stars now have higher chance of hot planets (instead of barren)
  • blue stars now have higher chance of very hot planets (instead of just inferno)
  • pulsar stars now have higher chance of radiation planets (instead of inferno)
  • added 1 resource icon
  • Hire Spy menu now remembers last values (Sent Ernit)
  • fixed utopian rebels race text overlapping bonus info on create ship screen (Smogg)
  • added a little bit more room for bonus text on create ship screen
  • added more room for ship names/info on select ship screen (Smogg)
  • should no longer spawn nexuses too close to another one (Eris Shrugged)
  • fixed not getting some pickup sounds (sounds now come from player instead of item)
  • added a Hide Minion Names option (Seraph)
  • added some Offset to ballistic weapons
  • fixed StarWhiteDwarfDesc typo
The Binding of Isaac: Rebirth - souldescen
First and foremost, Repentance is now up for preorder on steam!!! GO GET IT!


NOTE: Repentance requires all previous DLCs to work! ... so we did you a favor! To celebrate the preorder announcement we put all previous isaac DLCs and the core game on sale for 50% off!!!

Get the full collection HERE! (this includes the repentance preorder)
or if you are waiting to see how things go but still want the DLCs at 50% off, get them HERE!

but if that wasn't confusing enough.. i bring you THE BLUE KING COLLECTION!


The Blue King Collection is a bundle of ALL OF MY WORK that was just released on steam in one very discounted bundle! this bundle includes 8 of my games + 3 dlcs and you even get the ultra cheap basement collection that features over 7 more of my games from the flash days! that's 15+ games for less than the cost of 9 Tall, Cinnamon Dolce Latte's from Starbucks!

but i hear you screaming... NO ONE CARES! BRING ON THE NUDE BOY! WE WANT MORE CHILD ABUSE! WE WANT POOP! WE WANT BLOOD! and i agree.. on to the GIFS!



and what do we have here? some kinda mine cart ride to hell? and those poor children on that ride appear to have their heads cut at the jaw.. SHOCKING!



oh and look at this! on this episode of "preteen mom" a little demon girl appears to be showing off her 4 kids to a few angry neighbors who simply do not approve of her lifestyle choices!



and finally we end with this dapper young chap who appears to be firing small rockets so hard he's shitting out little turds that seem quite impressed with his ability to murder.

now lets cap this post off with a little QA! ( answers pulled from twitter )

Q: how many visual and mechanical changes have been made to the game?
A: we honestly haven't been keeping track but 100s of changes have been made over the years, a lot of the old stuff will feel fresh and new and a great deal of the art will look more vibrant, varied and more squishy. its really impossible to list it and it's still actively happening.

Q: will there be new challenges in Repentance?
A: yes! there are currently 7 new challenges.

Q: is there true co-op ( 2 isaacs ) and can i play online?
A: Isaac will feature true co-op and support up to 4 players, it wont have traditional online functionality but you can def try it out online with steam's "remote play together".

Q: is repentance just the antibirth mod ported over ?
A: no, repentance is the antibirth mod + a ton more content + super secrets + ultra secrets + poop physics. really though it takes the mod and expands on it greatly, ties it into the games story and adds a lot more content over the top that i cant talk about without spoiling too much...

Q: will you be porting more mods officially into the game?
A: no, we have no plans in doing anything like that.

Q: will you be making some of the new repentance characters into plushes and figures like you did in previous kickstarters?
A: for those of you who missed it, we have released official azazel, isaac, Lost and Guppy XL plush dolls via our kickstarter as well as a series of small figurines. we will def be making more of both for the next kickstarter but sadly no, none of the planned characters will be created due to us polling people on what characters they would purchase. next on our Plush list is Lilith and Bumbo, then possibly Keeper and Blue baby. but ill do a post about this when we get closer to the next kickstarter.

Q: i hear you are planning on updating the keeper so he's "more fun", how are you doing this?
A: yes the keeper will get an update, 2 actually.. they wont be ground breaking but they will fix a lot of issues people have with him that feel "unfun". he was designed to be a challenge character like the lost and blue baby.. but yeah, he's getting tweaked.

Q: do you feel like repentance is the definitive DLC to isaac? and does the the game feel complete to you now?
A: yes, isaac feels "done" to me now, in fact it feels like a sequel has been pushed inside Rebirth in a very nontraditional way, a great deal of mechanics and ideas i was saving for a sequel were added to Repentance and its hard for me not to think of it as a new release, kinda like how spelunky 2 built off existing areas and mechanics but didnt reinvent the wheel.. repentance to me feels like a slightly lesser version of that idea, its like isaac 1.9 and i think it closes the book thematically and storywise finally.. so yeah lets call it complete!

GO PREORDER IT!

-Edmund

Autopsy Simulator - WoodlandCommunity
…Jack is pacing the kitchenette. He's on a phone call.
Jack: ... I know, I know. Mhm.
Jack: Okay. Well, as I say. Now I really have to get back to work.
Jack takes pills to calm down. He heads to the autopsy room. He is preparing a camera - he will be recording didactic material for students. Enables recording.
Jack: Good morning, dear students. My name is Jack Hanman, and I'll show you an expertly performed autopsy. I will conduct it myself and include a commentary that gives a forensic context, because I know that you are most interested in it...


Hello Pathologist!

Yes, this is the start of our Autopsy Simulator demo Scenario! Of course, before the editorial correction 😇 And if we already create dialogues, it means that our story with demo production is slowly coming to an end. Yes, yes - we are preparing a small demo for you, thanks to which you will be able to judge for yourself how much Autopsy Simulator fits into your gaming style 😉

Of course, we are still working on the graphics and continue to refine the game from the programming side. Avoiding mistakes while working is almost impossible, so there's still a lot of tinkering ahead :D Even in our screens you can see one 🙃





This does not mean that we cannot promise you anything... So, dear autopsy lovers, the Autopsy Simulator will be available... In the end of this year! Of course demo will be first, but that will be our surprise :D



So stay tuned and join our DISCORD😊


Kind regards,
Woodland Games Team
Dungeons of Edera - Monster Tooth
Hail Adventurers!

January update is finally here! It was a chill holiday season, I took some much needed time off over the holidays but am now back to work. Moving forward you can expect updates to come at a monthly basis.

With this patch we are pushing out a new dungeon and the next town hub, check out the details below!
Come with next patch will be the quest line for Chapter 2!


0.8.6.9
  • New Dungeon: Desolation Pass - brave the northern chill as you explore the routes into the lands of the Sufract!
  • New Town Hub: Null Harbor - The political and trade hub of the Sufract clans, Null Harbor is the gateway into Sufract lands and the main place to gain access to any of the three clans.
  • Sufract Lore cards added - Begin your collection of Sufract lore cards from the random dungeon board in Null Harbor
  • Cinematics added to prepare for Sage Advice quest and end Chapter one
  • Executions now only have a 25% chance to trigger ( They can still be disabled completely in options)
  • Increase to Cherry escort HP
  • New Boss - The Necromancer: This undead specific boss will present players with a challenge as they battle through their hordes of zombies. Be sure to block his Life draining bolt, which will restore health to the necro upon hitting the player, and his Necro Blast which will place an indictor where ever the player is standing and explode after three seconds! Once under 50% health the necro will begin placing deadly ice traps that will present an icy surprise if stepped on!

0.8.6.9 HF1
  • Level cap increased to 60
  • Reduced texture sizes on new maps to help optimize on lower hardware and save on total game size
  • Greatly reduced sizes of cinematics to save on total game size
  • Execute will always happen on bosses
  • Removed sword that was attached to mission board


What's coming up next? Check out our roadmap on trello!

Panzer Paladin - drage3000
New patch live since January 21st, 2021! Nothing major, but here's the details for those interested.

Patch notes

Fixes achievements not always unlocking
Some players could not get the Paramount Paladin achievement to unlock. If this was the case for you, simply load your saved game. Achievement should unlock once the save icon pops up on the right of the screen.

The "Entry-Level CPU", "Mid-Range CPU" and "Cutting Edge CPU" achievements could be unlocked when earning a medal in any extra mode except the Challenge mode. New patch now include all extra modes. From now on, every new medal earned in the Challenge mode will count towards unlocking those achievements.

Fixes reconnection issues
Says it all.

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Well that's it for now! Little reminder that this is the last week-end to order the Panzer Paladin vinyl soundtrack on Limited Run Games!

Cheers!
The Tribute Team
The 22nd is Serda. f0a178 - Valdram
• ]under duress in a sense[[/b][/h3]


Release date has been changed to February due to active testing.
Too many bugs have been detected.
Furthermore, time was insufficient to add certain events I find necessary.
We are talking about the “unkempt” beta-testing of the game.
More muddled builds, so the list did not imply the curators or players who had contacted me.



There is also the burden looming over as a consequence of spending all of one's time working on a single project and not spending any of that time for leisure, instead trying to figure out how the program itself should work.
I would very much like to explain the appearance of this information and why it was published in doubt, because even though I find it hard myself to accept such an outcome, I believe it should be obvious that you will not be able to find a person that wants to unveil this Early Access game more than me.
...