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Blast Brigade vs. the Evil Legion of Dr. Cread - Eno Derosso
Hi everyone!
If you’ve been following our social media channels, you know what’s coming next: it’s time to talk about the charming setting of Blast Brigade!
The action is set in 1989, a time when incredible progress and prosperity go hand in hand with the anarchy and chaos that engulf a certain world. In it, opposing forces bloom. Here, BLAST operatives fight to maintain peace, while others, like the mysterious League (with ties to a certain doctor) seek to exploit this world for their own selfish gain. These villains constantly defy authorities with their dastardly deeds and never-ending chain of criminal conquests. It’s not only black and white, though. Gears shift in the darkness, unheard and unseen, while ancient secrets remain unearthed. One can almost feel a pair of eyes watching their every move. Or is it just some trick of a vivid imagination? Only time can tell…
Speaking of vivid, the island you will explore in Blast Brigade is a sight to behold. And oh boy, does it have a lot to offer! Scorching sun, heavy snow, lava rivers, and laser beams are but a few of the meteorological and geological hazards you’ll face. Your mission will lead you through these and other biomes, each posing unique challenges that you’ll have to adapt to. But not only nasty surprises await! There are loads of Easter eggs hidden throughout the levels – they serve as references to the game’s many inspirations and our team’s passions.
Be sure to search for the Easter eggs hidden in our announcement trailer, and in the screenshots we post on social media. Let us know if you find anything!
That’s it for now, future BLAST recruits. Be vigilant, be brave and most importantly – have a blast!
Oh yeah, one more thing. Please add Blast Brigade to your wishlist on Steam, it really helps a lot!
Fixed issues with primary controller input. I was getting feedback that if there was a primary controller that was not a joypad then inputs would not be recognized by a joypad that was not the primary controller. This should be fixed now and the framerate has been capped at 150 FPS as there was a complaint that the framerate was getting up to 400-500FPS at times for some people which was causing high CPU loading.
[Added] Singleplayer [Added] Androids [Added] Android Bases [Added] Android Raids [Added] Artillery [Added] Toggle sprinting (double tap shift to enable/disable) [Added] Sounds to forest warden [Added] Sounds to nest hatchling [Added] New animation to nest hatchling [Added] Creatures finding their way back home [Added] T1 Scout Mininglaser [Added] T2 Scout Mininglaser [Added] T3 Scout Mininglaser [Added] T2 Mech Mininglaser [Added] T3 Mech Mininglaser [Added] Splatter effect to creature eggs [Added] Dedicated field to drop items [Added] Dedicated field to dispose items [Added] Feature to rotate walls [Added] Hearing capability to creatures [Added] God mode in singleplayer [Added] Large worm to desert biome [Added] placeable window pane [Added] placeable shutter for window frames [Added] feedback sound when hitting a player, creature or mech [Added] Visible hit markers [Added] Sounds when grabbing ores and fruits [Added] Sounds when consuming fruits and bandages [Added] Sounds to hatchlings [Added] New impact particle effects to bullets [Added] Creature nest guardian [Added] Acid attack to nest guardian [Added] 1% chance of ores dropping a rare mineral that can be researched to gain RC [Added] Capability to drop one item from a stack by clicking the right mouse button [Added] A map marker that marks the location of your death [Added] A map marker that marks the location of your base [Added] Terrain tesselation [Added] Optional Motion blur [Added] Surface wetness [Added] Wond shader for desert biomes [Added] Hover Bike [Added] A limit for how many turrets can be placed on a base [Added] New Mech health system [Added] Swimming [Added] Losing 1% of credits in a credit disk on death [Added] Toggle running to mechs [Added] Non-Building area around territory buildings [Added] Building restrictions around Territory Buildings [Added] Range attack to desert worm [Added] Idle sounds to all creatures [Added] Bird [Added] Hearing capability to Alpha, Hatchling and Forest Warden [Added] Toggle run to mechs [Added] Sounds when creature is dying [Added] Size and color variations to mobs [Added] Health bars to creatures [Added] Ambient creature sounds coming from creatures which are close to a player [Added] Android reputation system [Added] New Loot-Table-System for android bases [Added] Android Drones [Added] Healthbars to turrets and mechs [Added] Armor display [Added] Level upgrade sound and UI pop-up [Added] Crafting level bonus info in crafting panel [Added] Research level info in research station panel [Added] Creatures scream when they hear a player nearby+ [Added] Unload-Ammo-Option when right-clicking guns in inventory [Added] Icon to Window-Pane [Added] Blinking light to dropbox for better visibility [Added] Proto-Pants to game [Added] Chat messages directed at faction members [Added] Chat messages directed at group members [Added] Chat messages directed at specific players [Added] Chat messages directed at players nearby
[Fixed] Doors of android bases were unlocked in singleplayer [Fixed] Android bases being placed too close to player bases [Fixed] Mobs attacking player [Fixed] Sellings stacks to the andorid market [Fixed] Mobs ignoring player [Fixed] Nesteggs spawn white androids [Fixed] Mechs having the wrong guns attached after a server restart [Fixed] Creatures spawning a wrong 3d model after dying [Fixed] Dead creatures not appearing after being killed using a mech [Fixed] Ramp snapping [Fixed] Solar panels not working [Fixed] Doors staying slightly open [Fixed] Creatures glitching and rubberbanding [Fixed] Savefile got corrupted and loading screen doesnt close [Fixed] Doors disappearing or not showing up [Fixed] Mech Armour uninstalls when you take a hit [Fixed] Android shops would not show up after re-entering game [Fixed] Creatures not spawning after re-entering game [Fixed] Selling stacks of items [Fixed] Refinery Non-Additive mode description [Fixed] Worldcrates having the wrong 3d model [Fixed] FPS suddenly dropping due to nearby android-bases and not recovering [Fixed] Creature movement syncronization [Fixed] Creatures walking backwards or suddenly turning [Fixed] Creatures running without moving [Fixed] Creatures not reacting to players [Fixed] Mechs colliding with trees [Fixed] Mobs disappearing after killing player [Fixed] Mobs disappearing after entering a mech [Fixed] Being unable to reconnect to a server after a disconnect [Fixed] Mobs disappearing after killing player [Fixed] Leaving game while in mech leaves you in the center of the map [Fixed] Forest warden instantly kills player [Fixed] Forest warden hurts player without attack animation [Fixed] Walkers were unable to hit player who was directly beneath it [Fixed] Creatures following player forever [Fixed] Forest warden was running around player instead of attacking him [Fixed] Day/Night cycle was not working [Fixed] Rocks were flickering [Fixed] Baseparts were not appearing [Fixed] Invisible baseparts [Fixed] Baseparts with the wrong 3d model [Fixed] Dead creatures having the wrong 3d model [Fixed] Dead creatures not showing up [Fixed] Inconsistent shooting when the game ran at more than 60 FPS [Fixed] Shotgun disappeared when aiming [Fixed] Creature eggs not breaking [Fixed] Faction turrets not working [Fixed] Player turrets not using ammo [Fixed] Player turrets not finding a target [Fixed] Player turrets shooting endlessly at dead target [Fixed] When leaving a mech while holding a shotgun broke the UI [Fixed] Option to enable/disable ambient occlusion [Fixed] Not being able to place barricades / half barricades [Fixed] Font of banner messages did not display numbers [Fixed] Not being able to grab fruits from plants [Fixed] Player IK for the shotgun [Fixed] Door movement was dependent on server framerate resulting in slow doors [Fixed] Rocket launcher [Fixed] HE Grenades [Fixed] Remote charges [Fixed] Player model had broken hands [Fixed] Hands of grenades and remote charges were casting shadows [Fixed] Grenades falling through world [Fixed] Not being able to destroy creature nests completely [Fixed] Impact effects were sideways [Fixed] Not being able to grab loose ore from nodes [Fixed] Camera direction changed when switching between FPV and TPV in a mech [Fixed] Stored energy not being displayed in base energy storage device [Fixed] Repairing an item required more than displayed [Fixed] The very first basepart in a new world would not show up [Fixed] Variable market prices of the android market [Fixed] Item buy panel not closing when hitting the close button [Fixed] Worldcrates not showing up [Fixed] Custom player marker not working [Fixed] 3d model of forest warden [Fixed] Name of palyer rank not showing up on some monitors [Fixed] Access to creature denied‘ message removed from all creature drops [Fixed] Distant terrain shading [Fixed] Foundations were not removable using C.M.T. [Fixed] Players falling through foundations [Fixed] T-2 Doors not working [Fixed] Outputlogs were too big and created problems on server [Fixed] Motion blur could not be deactivated [Fixed] Ores not respawning [Fixed] Refinery not refining ores when combined input value was greater than 90 * [Fixed] Refinery not refining ores when input stack had less than 80 items in it * [Fixed] Mobs getting stuck on creature eggs [Fixed] Medpacks were not working [Fixed] Removed any mentions of centrifuge when refering to the refinery [Fixed] Upgrading parts (i.e. generators) that can not be upgraded removed them [Fixed] Broken Armor Plates could not be removed from mechs [Fixed] Mech Mininglasers had the wrong title [Fixed] Energycells were not rechared unless completely empty [Fixed] Energycells could be overcharged [Fixed] Walkers not returning to their spawn point after follwing a target [Fixed] Window frames still used glass* [Fixed] The message "Access to creature denied" was still shown* [Fixed] AA-Turret stated that it needs 120mm rocket instead of 30mm rockest [Fixed] Player Turrets not going offline when a player goes offline [Fixed] Zeus Aircraft created a lot of performance issues [Fixed] ID mismatch issue on the client resulting in item management issues [Fixed] Dead mobs not having any items in them [Fixed] Moving items with shift clikck moves them to a previously opened box [Fixed] Crafting station using items from boxes [Fixed] Crafting station putting items into boxes [Fixed] Research station not working [Fixed] Base not showing up [Fixed] Base not having any colliders [Fixed] Anti-Gravity Foundations [Fixed] Ores not respawning in singleplayer [Fixed] Anti-Grav Foundations [Fixed] Worm not coming to surface [Fixed] Activating shield on Tomahawk blew it up [Fixed] Turrets made noise when spawning [Fixed] Player got pushed underground when attacked by worm [Fixed] Plasma impact sounds were too loud and could not be turned off [Fixed] Reverse stereo effect of some creatures [Fixed] Miningstations recharging their energy cells [Fixed] Hoverbike could not be destroyed [Fixed] Drone could not be destroyed [Fixed] T-3 Siege Mech could not be placed [Fixed] Small lag spikes caused by OnGUI calls [Fixed] Player weapon sounds sometimes cut off [Fixed] Turret shooting target when it is not fully turned towards it [Fixed] Turrets were shooting through bases [Fixed] Bullets were not hitting baseparts when player was standing on it [Fixed] Player seeing blood impacts when getting hit [Fixed] Players being able to open all locked items on the staging server [Fixed] Nest Alpha sometimes killing players with one hit [Fixed] Mobs randomly disappearing and reappearing when sitting on hoverbike [Fixed] Melee creatures walking too far [Fixed] Mobs teleporting themselves to the player [Fixed] Map-Marker showing up multiple times on compass [Fixed] Eggs not disappearing when damaging them [Fixed] Mech plasma cannon had no sound when fireing [Fixed] Bug that would spam errors on the server console [Fixed] Mobs following players for too long [Fixed] Drills not being used up by miningstations [Fixed] Mobs not respawning
[Improved] Shadows [Improved] Walkers were rarely hitting player [Improved] Decreased maximum shadow render distance [Improved] Shadows overall [Improved] Animationspeed of nest hatchling [Improved] Decreased oil generator brightness [Improved] Creature network performance [Improved] Building part placement [Improved] Performance of creatures [Improved] Nailgun was shooting too straight [improved] Pigs were running too slow and not far enough [Improved] Attacking behaviour of hatchlings and the forest warden [Improved] Balancing of all miningtools across all values [Improved] Laser effect of player miningtools [Improved] Ore break particle effects [Improved] Ore break sounds [Improved] Hitting ores with pickaxe [Improved] Bullet spread of all player weapons [Improved] Texture of fruits [Improved] Selection of items in toolbar [Improved] Reduced screams of pigs [Improved] Crosshair of the AR [Improved] Reduced size and glow effect of bullets [Improved] Bullet drop of all weapons [Improved] Footstep sounds on sand [Improved] Blood particle effect [Improved] Meelee creatures trying to attack a player in a base [Improved] Reduced volume of pigs walking sound [Improved] Reduced damage of scout mech LMG [Improved] Simplified refinery by removing the ADDITIVE mode [improved] Creature eggs now only spawn on the terrain [Improved] Reduced research cost of coal generator to 170 RC [Improved] Reduced research cost of electric smelter to 150 RC [Improved] Reduced research cost of refinery to 120 RC [Improved] Player now loses ALL items from his inventory when dying [Improved] Reducing health of pigs from 60 to 30 [Improved] Increased health of forest warden from 120 to 160 [Improved] Increased the amount of iron ores on the map from 1000 to 1800 [Improved] Getting more falldamage and from shorter heights [Improved] Shadow quality [Improved] Ambient lighting [Improved] terrain rock performance [Improved] terrain rock shader [Improved] foliage textures [Improved] Moon light color [Improved] Grass shader [improved] increased Cost of T2 Mininglaser for T3 Mech [Improved] Mobs losing aggro after 20 seconds instead of 60 seconds [Improved] Loading times [Improved] Performance of server Version [Improved] Performance of pathfinding [Improved] Reduced noise while loading [Improved] Walkers no longer spawn in groups of two but spawn alone [Improved] Sounds of all creatues [Improved] Swimming animations and added sounds [Improved] Meelee attack of Alpha, Hatchling and Forest Warden [Improved] Find target function of Creatures and Turrets [Improved] Pathfinding System [Improved] Loading times of server and singleplayer [Improved] Performance of server and in singleplayer [Improved] Melee attacks of creatures [Improved] Hearing capability of all mobs [Improved] Melee attacks of creatures [Improved] Hearing range of alpha, hatchling, nest-male and forest warden [Improved] The selected view angle is now saved when exiting a mech [Improved] Small Medkits are now stackable [Improved] Rare minerals now have an increased chance of dropping from ores (6% chance instad of 2%). [Improved] Player now spawns with a better pickaxe when joining a server for the first time [Improved] Grid lines of map no longer change when lowering tecture resolution [Improved] Refinery now processes 10 ingots at a time [Improved] Cursor now locks to the screen when you click back into the game [Improved] Healthbars of creatures now activate when they target a player [Improved] Reduced light intensity of chest light
[Changed] Increased hatchling melee damge to 18 [Changed] Increased nest-male melee damge to 30 [Changed] Increased nest-alpha melee damge to 49 [Changed] Increased forest warden melee damge to 25 [Changed] Reduced walker shots from 8 to 4 [Changed] Increased desert worm's health to 800 [Changed] Reduced 7.62mm Ammo Damage per hit from 12 to 8 [Changed] Reduced bullet speed of LMG turrets by 50% [Changed] Reduced search and attack ranges from LMG turrets [Changed] Turrets of friendly bases are now attacking players who deal damage to their base [Changed] Reduced health of LMG turrets from 2000 to 500 [Changed] Reduced health of Forest Warden from 160 to 140 [Changed] Reduced health of Nest Alpha from 350 to 250 [Changed] Reduced health of Nest Male from 250 to 150 [Changed] Reduced health of Hatchling from 100 to 80 [Changed] Armor bar now only represents the amount of armor pieces the player is wearing [Changed] Reduced energy consumption of Standard-Refinery from 31 to 25 [Changed] Removed random damage output of pickaxe and set damage per hit to 8 [Changed] Healthbar of turrets activates when it targets a player [Changed] Added more spread to turrets [Changed] Added 4 sec. delay before a turrets starts fireing at player [Changed] Added limit to the amount of android bases (128) [Changed] Android bases now decay after a certain amount of time [Changed] Android bases no longer repair themselves [Changed] Decay time is reduced on all bases
[Removed] Damage of guns was dependent on value of weapon [Removed] Sunshafts [Removed] Screenspace reflection [Removed] Base decay in singleplayer [Removed] Window pane from all window frames [Removed] Some plants that caused performance issues [Removed] Decals from all ores
It has been a long journey for us, we started knowing nothing about making videogames a couple of years ago and it doesn't even seem real to be releasing our first demo on steam today.
We have to say that the game still has some problems so if you spot any bugs please let us know here on steam or on our discord channel:
We're very excited to know what you think about it. Every suggestion that comes to mind, every little weird thing you notice, every time you think "this could be better" please let us know.
We are committed to make the best possible game we can but we are no experts, we need you help!
These past few months, we were busy with diplomacy mechanics. Diplomacy in Revival: Recolonization works on multiple, simultaneous levels – just like in real life! Today, we're going to talk about the fundamentals of this game system.
Diplomacy is found in most 4x strategy games. For good reason - by engaging with it, players should feel their influence over the game world, as well as perceive reactions from other agents on the map. In Revival, there are two groups you can negotiate with: free tribes and factions.
Free tribes have no allegiances to anyone, but they can become vassals. On the other hand, factions are led by AI-controlled emissaries. They build their own empires, capture territories, claim resources, and pursue their own goals.
Whether you make allies or enemies with these groups depends on your emissary's philosophy, your tribe and your playstyle. Diplomatic relations are governed by "loyalty", a modifier that players can influence. In addition to loyalty, each player has a reputation score.
Reputation is a resource – you can gain or lose reputation points. If one party wants to make a move against another, it will cost them reputation. The cost of these actions will depend on the opposing faction's loyalty and the duration of the action.
Players will accumulate reputation every turn. The rate of growth will depend on your relations with free tribes and factions, upgrades available from the science tree, along with your choice of emissary.
Loyalty is a scale and not a resource; it represents your relations with a specific neighbor. Loyalty can be affected by certain interactions between groups, such as cooperation, neutrality, hostility and war. But it is not a factor that severely prevents you, the player, from playing Revival the way you like.
For example, two factions with high loyalty can still fight each other. However, the higher the loyalty, the lower the reputation cost to make peace again. As an additional benefit - other peaceful actions will also cost less.
It's certainly easier to start wars if your loyalty is low, but trade and scientific agreements will cost a lot more for their duration. However, much like in real life, you can manipulate loyalty by spreading rumors and giving gifts. So there’s benefits and drawbacks to consider, just like with most systems in 4x games.
The team is working hard to make the Open Alpha available to you this June, and we're looking forward to hearing your feedback on diplomacy!