It has been almost three months since we invited the first wave of testers. The general feedback has been very positive, but there were a few elements which needed to be fixed or improved. So we've been diligently working on that: fixing problems, one by one, and raising the quality of our beloved game.
Massive wall of tasks in front of us
Development Progress
Here's a summary of the improvements we've accomplished over the last 2-3 months:
Combat
- improved input, especially for mouse and keyboard - improved game feel, added more effects - added more advanced melee weapon animations and adjusted all timings - added animations for ranged weapon attacks and reloading
Stealth
- made stealth better readable by adding border to visual cones and overlapping - updated line of sight handling - allowed other game actions while in stealth, like switching weapon and targeting - added free look functionality - fixed lots of situations where interactions would break stealth but should not - allowed pickpocketing of enemies, improved pickpocketing gameplay and UI - allowed backstabbing friendly NPCs
NPCs
- improved combat behaviors, e.g. using movement while reloading - improved handling of NPCs pursuing player, e.g. when to allow a player to leave the area - updated animations of all non-human characters - fixed lots of bugs in behaviors, including door situations
Content
- added lots of new audio - added equippable headwear for player characters - updated some area artworks - added a few more NPCs and items - small level design improvements everywhere
Render pipeline
- removed full-screen render texture, converting all non-standard sprite scene objects to individual pixelart grid solutions, to have smooth scrolling and sharp character presentation while maintaining the scene art consistency (took us weeks to convert, but it was absolutely worth it) - fixed even more pixelart related issues - added more shaders and stuff
Balancing
- made normal difficulty more accessible, hard difficulty more intense - improved variety and quantity of gaining experience points - adjusted attribute and skill points, added character level limitations - adjusted weapon gameplay values - adjusted item selling values - added optional challenges for the campaign run
Co-op
- improved camera handling, area switching and spawning situations - added inventory functionality to exchanging items between both players - lots of usability improvements, like having a shared quest items inventory, tutorial items granted to both players etc. - fixed lots of co-op specific bugs
Additional improvements
- added more "juice" to every interaction - implemented platform features like achievements - added more features for [unannounced] - improved world map - made it possible to save inside procedurally generated world map encounters - added autosaving on floor changes etc. - improved tutorials - fixed some performance issues - lots of UI and input improvements - added more user config options
Framework
- added modding of gameplay values - added modding of all text entries - added testbot which gives the game a testrun for every new version - improved error handling and error messaging to user
New player headwear, already looted by NPC
Looking ahead
As you can see, we've been very busy. Still no promises for the release date. But if we can channel the productive energy we had for the foundational work, usability and low level gameplay into improving the story, the quests and the more abstract elements of game play, then the Early Access version is bound to be in a very good state.
Hello. This is Kritika:REBOOT. We announce you about modification proceeded.
* Modification announcement - Part of translation fixed.
This will only apply after closing the client and restarting it, so please restart your client. We Kritika will try our best to provide you better environment to play our game.
Upon entering the Swamp Forest, a feeling of confusion and regret will overcome you, as it is now filled with more powerful monsters! Banish all annoying snakes and once the Bane of Greed is weakened, give it a fatal blow!
Get into this mysterious snow-covered land, Frost Realm, and defeat creatures far more challenging than ever before!
Both dungeons are now accessible in Solo extreme and Hell mode!
Remember that to enter both instances your character must be level 110!
Vault of Eternity – NEW Floors!
Eternia brings you new challenges! Are you ready to discover such profound wisdom?
Floor 4 - Glimmer
In the past you defeated Fia and her powerful Kayel Mechs, but nothing is like before and now the situation is different!
Remember, you won't be able to harm Fia unless you defeat the Kayel Mechs first but watch out! Find out the secret and fulfil the conditions necessary to harm them!
Floor 5 - Miracles Return
Maggie has returned along with Titanus, his body is stronger now and Maggie's soul seems to have gained even more power.
Can you make a miracle happen again?
Find the entrance in Sunhunter's Vale X491 Y293. You need to be level 101 to enter the floors!
Rewards
Once you complete the floors successfully, a chest will appear! Destroy it and get a chance to get the Book of Destiny: Treasure Chest of Spacetime that contains the new golden equipment Slvl115, Venus’ or Santa Tyr’ Key fragments, as well as Guardian Sprite of Gaia, Fragments Scrolls NT, Loyalty Points and more!
Navea Event - Bunnyhop Habitat
The rich Tristan has hired many talented rabbit catches, in order to give his daughter, the best birthday present ever!
The doors of this new Navea Event open at 5 PM server time.
Go to the coordinates X418 Y386, wait for the portal to open, and be careful of the Ferocious Birds along the way!
Guild Event – Intense Quiz
A new guild event is here for you to enjoy with your guild mates!
Open your Guild interface, click on the tab "Guild Event" and check out the new event: Intenze Quiz!
To open the event, you need at least 2 players!
Answer the questions randomly selected by the system, and the person who answers the correct question the fastest will be rewarded!
Note: The answers do not contain any spaces!
There will be a total of 10 questions to answer each time the game is opened. After answering the questions, the game will end.
Rewards
You will gain one of these items as rewards: Intense Quiz Lucky Pack, Aura Kingdom Password Lucky Pack or Ratio Size Lucky Pack from which you will be able to get Eidolons Fragments from the Eidolon Key Fragment Treasure Chest, Experience Crystal, Gaia Divination Sheet NT, Eidolon Lucky Pack NT, EXP Books, Treasure Charms and more!
This Event can only be played once per day.
Points Archive System
Earn points for collecting!
Now the items description has a new tip added: “Suitable for collection” and “Points can be collected”
Hide/unhide general collection items
Opens the Buff level up interface - disabled unless you have enough collection points
Opens the Buff interface - unlocked buffs are fully visible while locked buffs have a lock
Converts all general collection items to point collection items - confirmation window appears when clicking this button (all items will become bound after the conversion)
Moves all selected Items in to the General Collection - This will not bind the items
Moves all selected Items in to the Point Collection - The items will be bound as soon you put them in
Note that the items will be permanently bound after being converted into a point collection!
Inventory preview system
Now you can right-click on your character's profile avatar and select "Inventory preview" to open the "Inventory preview Interface" to browse the storage space of other characters in the same account, such as backpacks and banks.
Click the drop-down menu in the upper right corner of the "Inventory preview Interface" and select the character name to browse the storage space of the character.
This system only provides browsing functions and cannot use or move props stored in other characters' inventory.
Update Hero Score Ranking 1st place reward
Touch Tsubaki’s Soul to become one with her! Transform yourself into a mysterious Silent Assassin!
Increased the MAX of the damage reduction in arena
The MAX of damage reduction in Excelsior Arena (5 v. 5), Tanuki Turmoil, Holy vs Evil Showdown, Guild war has been increased.
Bug fixes
The item Weapon: Furious Thor's Draco-Puppet is now present in the encyclopedia
Location share is now fixed and running properly!
The description of the item Anima Crystal: Incomplete Otohime in Arms “Your attacks have a chance to deal 20% additional damage to the target", is now working and reflected in the damage chat.
Now when opening the Unidentified Premium Enchantment Cards, you will get always an enchantment card!
Being able to do more than one Dimension Hall quest is not possible now.
The max number of entries of the dungeons Infernal Abyss: The First Hall (Solo) and Whirlpool Abyss (Solo) has been fixed.
We are still focused on preparing the demo version of Espresso Tycoon. That’s why we have started some next steps to develop it. We want our game to be as realistic as possible. That’s why we need to focus on a lot of different details. One of them is implementing the diversity between customers.
Different customers in Espresso Tycoon
Creating the characters in the game includes taking into consideration a lot of factors – like ethnicity, age, or sex. The characters will also differ in style and colors of clothes.
In Espresso Tycoon we are going to have eight different social groups:
Kids
Seniors
Tourists
Business
Hipsters
Casuals
Students
Tech
Do the market research
One may think that running a coffee shop means just realizing the orders and selling coffee. Well, that’s a big mistake. The diversity between people means also different customers’ preferences. It is influenced by many factors – like the place, the decoration, prices of your coffee, but also kinds of coffee, even the beans that are used to create the recipe.
The player will need to think about which kind of coffee should be on the menu – for example, seniors prefer some traditional recipes, like just black coffee. On the other hand – you can’t sell caffeine or alcohol to the kids (and you have to remember about it!), but they would love to buy some sweets or hot chocolate. Hipster can order a coffee with some special ingredients - like almond milk. That’s why you have to remember about ordering all the supplies you need.
Other people in the Espresso Tycoon
In Espresso Tycoon there will be some more characters, which will have some special functions in the game – like your employees (baristas or cleaners) and influencers, who can be invited to your coffee shop to promote your place.
We thought also about the bodyguards, who can protect the coffee shop - if you would like to sabotage your rivals (and they would like to revenge). But maybe that’s too much?
1st up, I would like to thank everyone who has given me feedback about the original version of Defender 3D. I have taken allot of the feedback on board and made some major enhancements to the game.
The new 1.2 version of Defender 3D has some major updates including:
New lighting system - Enhances background and atmospheric lighting, model reflections and explosion effects. The new lighting effects also makes the game slightly brighter which makes the game a much better experience over all
New AI Attack Systems - The new AI attack systems gives greater scope for the alien crafts to decide whether or not to attack. The aliens will now make decisions based on distance, other alien crafts in the area. All alien weapons have also been enhanced. These will now be more direct and influenced by your skill level.
New Player Ship models - I have rebuild all of the player models making them slightly larger and more stylized. I have also repositioned the gun turrets slightly. This makes shooting the enemies more instinctive.
Complete UI rebuild - I have redesigned the entire UI system to make the menus and ingame UI more attractive and intuitive.
I will be putting the new version on sale at 30% off from MONDAY 19TH APRIL
Thank you so much to everyone for all the positive messages. The game launch has been a really wonderful, heartwarming experience. It has been amazing having people tell me not only that they like the game as it is, but believe it has the potential to become popular with streamers and speedrunners. I hope you're all right about that!
Stats
The game has been out for about 48 hours, and people have crashed their test dummies almost 15,000 times!!!! That's over 300 crashes an hour! I can't wait to see how that number changes as more people find out about the game.
Streamers
Something I didn't expect leading up to the release was how many non-English streamers would be playing the game. The majority of PogoChamp streams I've seen have been by non-English streamers, mostly from Turkey and Spain. Lets all work together to make PogoChamp a global sensation!
Bug of the Week
During a pre-release stream of the game, I noticed a bug with the way wall jumping worked.
The issue was that when you input a tilt direction, the game applies a small acceleration to your character. This acceleration allows you to do things like adjust your trajectory mid-air, but it is applied at all times, not just while airborne. This resulted in the situation where tilting away from a wall resulted in your character accelerating away from that wall and falling off before you can jump. The fix was a pretty simple one, just check if you're against a wall and if you're in the process of jumping: if you are, then only apply the acceleration forces along the wall, not away from it. The effect of the fix means that it's much harder to "randomly fall off walls" while wall-jumping.
Changelog
Dedupe UUIDs of activatable rings (fixes activatable rings in replays).
Fix bug where activatable rings in replays could appear active permanently if the replay restarted while they were see through.
Conditional goal zones are now recorded in replays.
Added a camera override to the Level Select in certain sections to make navigation less weird.
Update input directions for connections affected by the previous change.
Clean up camera transitions when warping between overridden and non-overridden levels in level select.
Fix Null Pointer Exception related to Level Select camera angle override code.
Fix cannons in Level Select not properly expanding when you're inside them when you first enter the scene.
Fix rotation of a gate on Level Select to account for new camera angles.
Fix Duck and Dive teleporter position.
Fix bug where cannon help text would display for all cannons, not just the one you were in.
Add screen wipe animation to Level Select to handle errors on the initial frame.
Experiment with NVIDIA Highlights on a separate branch (it currently crashes on some machines).
Add menu option for NVIDIA Highlights (only enabled in experimental branch).
Added achievement icons.
Changed "5K" achievement to "10K".
Various attempts to fix NVIDIA Highlights crashes.
Allow you to access NVIDIA Highlights from the UI when it is enabled.
Flag NVIDIA Highlights support as experimental in the options menu.
Quick Select button now pulses if you move several times without warping to try to get people's attention.
Change hotkey labels on Leaderboard UI to be more clear.
Add logic to prevent character from falling away from walls while wall-jumping.
Fix wall colliders in some later levels.
Fix bug where replays that were missing screenshots would cause the replay list to stop loading.
Breakable platforms are now recorded in replays.
Replays now support objects that activate with an animation.
Fix bug where conditional goal zones could be frozen in replays due to resetting them every frame.
Update breakable platform collider sizes.
Fix colliders and some mesh textures on various levels.
Pegs in Jackpot are now recorded in replays.
Scoreboard activation is now recorded in replays (not scores though).
Fix bug where pause menu could lose selection focus if you pressed "B" on a controller.
Pressing B on a controller now closes the pause menu.
Menus are now prevented from closing within 0.05s of opening, which prevents issues related to opening menus with the esc key.
Fixed issue where replay list would sometimes scroll incorrectly when opening.
Stop controller rumble when the game is paused.
Change pause menu "Exit Level" button to "Exit Replay" while in replay mode.
Enforce a minimum amount of time Achievement notifications display before they can be dismissed.
Update Easy Performant Outline to fix issues with transparency on Medium & Low graphics quality.
Update "Wishlist on Steam" button in demo to "Purchase on Steam".
Change the demo to be 15 levels instead of 20, and change which levels are in the demo.
Adjust geometry on Conservation of Momentum to prevent glitching through the platform.
Fix bug where you could start loading a second replay from the leaderboard while one was loading.
Fix bug where certain situations could cause two scenes to try to load at once, resulting in a broken load that sometimes forced you to restart the game.
Update Sports!!! opposing player material.
Fix leaderboard spacing on Ultrawide displays.
Change Tightrope spawn orientation so the solution is more obvious.
Fix bugs where jackpot SFX on Jackpot and Skee-Ball could play permanently if you left or reset the level in certain ways.