as some of you know we launched a Binding of Isaac kickstarter campaign last night and it has already eclipsed the previous one by nearly 1m dollars... in 24 hours! this kickstarter is going to be insane and i have sooo many cool things to unlock and for you guys to do along the way to unlock even more stuff.
so far we have unlocked 2 warp zone packs from other games ( The End is Nigh, Spelunky and Gish ) and are working on unlocking a new pack on twitter today ( https://twitter.com/edmundmcmillen ) ill add images of the cards at the bottom of the post.
i know a lot of you aren't interested in the card game, and for you we have added the ability to pledge 1$ and gain access to all merch items! we have apparel, plush dolls, figure sets and many many more ( also tons more to come as well ) so please check it out, last time we did this it didnt reach as many people and isaac fans got screwed after the fact by scalpers on ebay ( the original gold box is still selling for 250$ on ebay) so if you are on the fence you have till the 1st of july.. but if you act now...
ALL BACKERS WHO BACK IN THE NEXT 14 hours! get a free Tained Isaac Figurine for any order $35 and above!
-New! Scanner: use it to show which structures are powered, and what yield garbages have -New! You can now build conveyors on ramps (still experimental) -Weapons targeting much improved -Building improved, don't need to exit out of the build menu to create a new structure type. Use the alt to unlock the cursor. Can now move while building -Tutorial fixes and improvements -Bug fixes
We hope you're busy making yourselves at home and meeting your new neighbours!🌳
Here's a little news... We're announcing a new update, coming in July!
Farming
We don't have anything else to share at this moment in time. But we can tell you there's a farming update coming to Hokko Life in July! Exciting times ahead for you and your village.
Thank you
Thank you for the support on Hokko Life in the lead up to launch; it's been amazing to see so many excited, passionate villagers - ready to start a new life. 😊
Have a great adventure - and stay tuned for more updates!
Good news! Today, we will be opening a Public Beta branch for you to test the latest improvements to the online play of Circuit Superstars.
As you know, during Patch v.0.2.0, we addressed sync issues. Making "great" feeling netcode is an art. In our pursuit to remove sync issues we diverged the recipe too far from the "secret sauce" that made racing feel great before. This is the most important part of the game, the "core" feel. Making this feel right has been our top priority, and we are happy to invite you to test the new system during our public beta, which will run from today, Wednesday June 2nd to Sunday, June 6th. During this time, we hope that all of you who have been wanting to get back to the racetrack and race competitively will hop behind the wheel and let us know about your experience.
Given that we are testing these improvements, we will be holding off on our Patch v.0.3.0. Our plan is to include this latest update once it has been tested by you, the community.
What to expect:
Significantly smoother gameplay and driving feel.
Reduced experience of corrections when you have not collided with other players.
During collisions, you will experience short-term corrections as the server reconciles what happened, this is to be expected at this time, especially for when there is a group of players colliding at high speeds. (Clean driving = less corrections!)
How to participate:
Go to the Circuit Superstars title in your Steam Library
Right click and select Properties
Go to Betas
Select junebeta from the dropdown
TL;DR:
Public Beta with online gameplay improvements opens TODAY
Beta will be available from Wednesday June 2nd to Sunday, June 6th.
Things might be a bit quiet initially as people learn about the beta and sign up, in the meantime, you can use Discord to find lobbies to join!
Come join Games with Geebs as they brave through 2020 once again! We'll be hanging out to chat and answering any questions you have about the game, our studio or whatever you'd like :) Cats may or may not make an appearance.
YUKI is a bullet-hell and roguelike mix all in VR! Put on your headsets and live the wild imagination of a Kid as you fly through deep space fighting devilish aliens!
Thank you all for all of the fantastic feedback we've gotten over the past 5 days. We're incredibly humbled by all of the feedback, suggestions, and criticism we've gotten this past week, and we truly take it all to heart.
As you might already know from reading this post, we've been hard at work since the initial release, working on a range of issues, features and new content requests.
We're super happy to be releasing the first Patch for GRAVEN. The update includes a ton of fixes, tweaks and changes.
You can continue playing with your old saves, however you might experience some issues. Therefore we recommend starting with a fresh profile.
Let's start with a few highlights:
New Features
We have enabled a Bug Report Tool - You can use it by pressing the "HOME" button.
We have added Key Door and Entry/Exit markers on the Maps
Environment Hazards have been added. You can now kick enemies into a Cheval De Frise to kill them
Kicking now consumes stamina. Kick impulse has also been increased
The Discharge Spell has been added to the game
Swamp Gas Hazards have been added. These can be ignited by using the Inflame spell
Skeletons are now more deadly. You can now destroy their shield using the Inflame spell.
We added proper ultrawide support, using a Ultrawide Correction slider. You can find the option under Graphics options.
Added Profile Name in the bottom right of the Main Menu, as well as automatically closing the Profile menu when you select a profile.
Added Shiny metal for 3Dfx mode.
Fixed Ability to revert scroll wheel.
Add a Popup with text, once you talk to the Ferryman after opening the library door, so the players know that this is the end of EA.
Check out the video below, for a small showcase of some of these new additions to the game:
Bug Fixes and General Tweaks
Saving and Exiting the game, now properly lets you go into the Brine Muskeg
The Peat Burner now has a proper description
You can now use the Inflame spell while your head is above water
You now respawn with 30hp
The Blacksmith has been made unavailable, as his main feature - Upgrading Spells and Weapons, wasn't ready yet. Therefore he served little purpose.
Number of Barrels and Crates has been limited. Loot drops have been limited from breakables.
Enemy Stunlock has been tweaked significantly, so enemies are harder to fight.
The Hints for the Turtle Pillar sequence has been placed closer to the Pillar.
The location of the turtle door is now hinted in the level.
Fixed issue where the game would crash if you spoke to the Blacksmith with a controller connected, or would spawn in a "White box" without any saves.
Fixed crash related to killing skeletons.
Fixed issue where you would get more than 100% secrets.
Added missing animations for Peat Burner's secondary fire
H1L2 - Fixed inverted normals on mesh and wooden boards not breaking.
Added SFX to new PeatBurner secondary animation montage for alt-fire.
Tweaked audio volume level for PeatBrick pickup SFX.
Revised EA concluding text.
Adjusted resonating breakable material in Lice Slough.
Falling through water when hitting geometry while trying to jump out of the water no longer happens.
Projectile Range for Deacons and Cuff Arrow Skeletons has been increased
Enemies are now overall more agressive, and stunlock less
Made it harder to jump out of the boat before you reach the docks
Slightly increased the Enemy Kick range. Kicking enemies off ledges is now also a more viable strategy
Tweaked turtle key pickup text to lead the player to the water
Substantially lowered drop rate values, deleted some drop opportunities entirely.
Added double resolution Gargoyle textures to better fit environment density when upscaled in various maps
Stripped loot table values from several breakables.
Moved Cuff Arrow Pickup to guard just before Brine Muskeg entrance.
Updated one of turtle puzzle hints so that there is only one possibility for the bottom piece
Revised inventory descriptions to use relative language instead of hard numbers
Fixed low lightmap res on intro tunnel and dock tower doorframe.
Adjusted flinch, shock, burn values for most enemies available
Removed a misleading lore scrap
Tweaked inflame range slightly
Tweaked inflame particle
Tweaked Lichanthropes
Player no longer collides with chopped off heads
Surfaced blood on 3dfx chrome effect. Added metal mask texture for shortsword
Fixed Flying broken bedframe in hub town
Changed Concurrency setting for player dirt SFX that plays when landing
Fixed main menu broken scale in 21:9
Fixed orientation of spell pickup meshes in the UI
Improved leap arc / animation playback for the Lichanthrope.
Improved range and speed of Peat Totem
Decals are no longer projected on to the player model
Potions are now limited to 9
Fix main menu quit button having wrong localized text
Add "Can't pickup" health potions text
Fixed pickups disappearing when they can't be picked up but still overlapped
H1L2 - Added extra wood structure at the broken staircase fall in Clotted Avenues.
H1L0 - Replaced Apothecary house with new mesh.
Added more omph to kicking
Furthermore, we're also happy to reveal the full early access roadmap for GRAVEN. The roadmap reveals what we plan on adding to the game over the duration of early access through 2021.
You can find the roadmap below: We will continue to update the game further based on your feedback, and we're looking so much forward to being able to release the next big Content Update! Thanks for supporting GRAVEN everyone!
Get ready to get TACTICAL on June 3! The classic Rumble mode has evolved into Tactical Rumble, giving players more options to use the right power-up at the right time. Just like standard Rumble, matches are classic 3v3 soccar with power-ups leading to unpredictable play and hilarious goals. But in Tactical Rumble, instead of having just one random power-up, players will receive three to choose from. Once used, your three power-ups will reset after a cooldown period, giving you three new options. But as Rumble players know, not all power-ups are equal. That's why certain power-ups have different cooldown times before your next set of power-ups appear. Here's each power-up's cooldown time:
10-SECOND COOLDOWN
TORNADO: SWEEP UP THE BALL AND OPPOSING CARS INTO A GIANT FUNNEL CLOUD
CAR SWAPPER: CHANGE POSITIONS ON THE FIELD WITH YOUR OPPONENT
DISRUPTOR: FORCES YOUR OPPONENT TO DRIVE UNCONTROLLABLY
15-SECOND COOLDOWN
POWER HITTER: ALLOWS YOU TO HIT THE BALL HARDER AND DEMO OPPONENTS ON CONTACT
GRAPPLING HOOK: PULLS YOU TOWARDS THE BALL
THE BOOT: KICKS AN OPPONENT’S CAR
20-SECOND COOLDOWN
MAGNETIZER: ATTRACTS THE BALL TO YOUR CAR
FREEZER: FREEZES THE BALL IN-PLACE
25-SECOND COOLDOWN
PLUNGER: GRABS THE BALL VIA PLUNGER AND CORD
HAYMAKER: PUNCHES THE BALL WITH GREAT FORCE
SPIKES: ATTACH THE BALL TO YOUR CAR
Tactical Rumble will be available as an LTM from June 3 through June 7. So, assemble your team, and choose your power-ups wisely!
Update: We have updated this blog with correct cooldown timing for the Plunger, Haymaker, and Spikes