Thanks for taking a look at our game - the feedback we've received so far has helped refine the direction. We know what we're showing is very, very early although based on the success of the feedback thus far we've decided to open the project up to community earlier than originally planned. The major points we're taking on board before the Early Access Alpha is that the difficulty needs to be higher and a few UI tweaks - do let us know your feedback or ideas either in the survey or below!
We're approaching the finish line in preparing our Early Access Alpha version (July 9), which we hope will give a better feeling for what the game is about at the moment rather than the more technical/gameplay oriented demo. The improvements between the demo version and the early access version are as follows:
First biome - Pamperümpel's City
10 levels
Elements: Fire, Water, Smoke
Pammies and Pammy variations
Objectives within levels
Updated level select
Upgraded UI - planning phase
Improved tutorials for first-time users
Improved UI for demonstrating the level's hazard
Pamperumpel employee rankwill improve based on performance
We have had a bunch of ideas that had to be put aside to stick to our scope though should we secure the means to continue, here's a rough look at what would be to come from alpha to a full release:
Destruction
Obliterating walls to create paths for Pammies - not the safest option!
Wiring
Linking up items based on signals and available electricity
Utilities
Allowing the player the ability to control the water and air in an office building
New Elements
After fire/smoke and water, we're planning to introduce electricity and a mouldy mushroom element that causes the Pammies to zombify
Level Creator
By popular demand the level creator has made its way into the roadmap before our previously planned biomes. We'd love to develop something to enable a sandbox mode
Pammy Behaviour Upgrades
More smart yet more stupid. We'd love to explore the interactions between Pammies, work routines, variations of their decision making, and more item and elemental interactions.
Revised Economy
Rethinking how a player could earn items and adding extra dimensions to what happens to the Pammies after they've been saved
New Biomes
What other parts of this planet might the Pammies be inhabiting - we're interested in exploring new hazards that impact every level in a series and the corresponding items to counter them
More Levels
A wider variety of levels with more difficulty - approximately 10-15 per biome
More Lore & Prettier Things
The different biomes and level surroundings would get upgraded and lots more decorative items added to the game.
If you'd like to give us any feedback or thoughts do visit our discord or drop us a comment below - Likewise here's an anonymous survey. We're looking forward to see what you all think!
Thank you for your continued loyalty, Pamperumpel Industries Employee#25
Please be aware that from 8:00 CEST on July 8 (11:00 pm PDT 7/07), the Conqueror’s Blade servers will be inaccessible. The downtime is expected to last for 6 hours.
Please refer to the Patch Notes for documented changes. Meanwhile, stay tuned to our Discord channel in case of any immediate server updates.
-release the steam Achievement system. -localized iteration version 80%. -strengthen the prompt class to interact with other optimizations. -Tips for hovering on the right side of the talent. -main interface switch tab unlock suspension prompt. -main interface combat mode entrance unlock suspension prompt. Tips for novice teaching to unlock suspension. -order unlock chip suspension prompt. -optimized replacement of the treasure box reward interface UI, added suspension interactive prompt text, rarity border. -numerical balance adjustment of special firearms. -optimization of special effects of deceleration gun. -the problem of text dislocation caused by switching between Chinese and English in the interface. -the logic optimization of the interface related to the opening of the treasure box
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