It's been a minute. I know it looks like we haven't done much in a while, but we've been working hard on all sorts of things. We got the Switch and PlayStation versions out. We have an upcoming physical release that will be announced later, new merch is on its way, and of course: UnderMine 1.2!
UnderMine 1.2 WHIP will release on August 6th, which happens to be UnderMine's one year anniversary!
If you're familiar with our updates you know that we do an official preview that calls out some highlights of the update. You can read that here: https://undermine.game/undermine-120-whip-update
We'd like to give a special shout out to our Discord community for their help testing and balancing this update. We really appreciate the dedication everyone has shown to UnderMine and the WHIP game mode.
UnderMine Turns 1
Our goal was to try and coordinate a major update for the first year anniversary, but we also wanted to do a few other things.
UnderMine will be on sale for 50% off on all platforms. Unfortunately we couldn't time all the sales to be the same but here is the run down:
Steam: Aug 7th - Aug 14th as part of the Yogscast Tiny Teams event
Humble: Aug 7th - Aug 14th
Switch: Aug 7th - Aug 13th
Xbox: Aug 10th - Aug 16th
PlayStation: TBD (We're still working with Sony)
PicoMine has been on hiatus, but we'll be finishing it up soon and hopefully dropping it on or around the anniversary.
New merch is in development with Dual Wield Studio and should be available soon. And if you can't wait we still have pilfers available.
We're also working with the community to put together a streaming event. More information on that soon!
If you would like to keep up with any of these things the best way to do so is following us on Twitter. Full patch notes will be available on the 6th along with the update. Until then, stay gold peasants!
Dear players, the latest puzzle box of Masters of Puzzle has been released. Introducing Battlegroup Selcior by Christian Hecker:
The new puzzle box comes with 7 new achievements for you to collect. This is the second puzzle in the latest series Space Empire, so check out the others as well.
Explore the historic city of George Town, Penang! 'Kaki Lima' is the Malay term for five-foot way - the arched pathways that line the heritage zone of a tropical island in northern Malaysia.
Play as pedestrians navigating their way through a grid of Kaki Lima. Score victory points from reaching places on daily task lists, exploring cultural sites, and meeting up with other pedestrians to taste local delicacies. Walking being at the heart of the game, points are also scored for clearing blocked kaki lima to make a more accessible neighbourhood.
MCO Mode is a solo variant by Evan Cheah where you play one of the pedestrians picking up and delivering food orders to other pedestrians who are home during lockdown (a.k.a. Movement Control Order in Malaysia).
Testing, testing! With our weather systems and first chase day scenario now essentially fully operative, we started developing, integrating and testing what makes OUTBRK a game - the chasing gameplay systems. The gameplay systems are what will reward smart chasing decisions with in-game currency to purchase new chase cars and customize your appearance. You can follow the internal review process by looking for cards titled “Gameplay Review” on our public Trello board .
The design of our gameplay systems is still too early to share, but we can share the high level philosophy of our design intentions. Chasers in OUTBRK will gather points through three different modules : The Camera, the Probe, and the Car Module.
The Camera will be used to take pictures of storm formations and weather elements occurring during the chase. The more elements framed and captured with the camera, and the closer they are (in some cases), the more points awarded. Player’s position will have an impact since the camera is useless if the view is obscured by rain curtains or dense forests.
The Probe, much like its real life counterpart, will be used to deploy in the predicted path of an incoming tornado. The better positioning, the more points collected. Don’t forget to get your probe back to cash-in your success.
The Car Module is the main gameplay system that will drive most of the minute-to-minute decisions, and this is where we spend the most design time to really nail how it feels and engage players in realistic chase behaviors. The basic philosophy of this system is “the stronger winds the chase car is exposed to, the more points gathered”. This might sound simple, but being able to feedback that information into actionable gameplay decisions is a big challenge. We will be able to go more in depth once we’re happy with the design we’re currently iterating on.
As we get closer to having that system ready for next rounds of testing, we're also integrating a lot of new content, such as new chaser cars, menu flow, in-game user interface, network improvements of our dedicated server infrastructure, post-processing graphical upgrades and several quality of life fixes across the game. We want to make sure that our early players can have a complete, uninterrupted and accessible experience since making the game flow immersive is crucial in order to get high quality feedback.
Oh! We can't forget about the winners of our community “name a store” content : Mesomart and Weed Trimmer's! The two top favorite store names have made it into OUTBRK! Here's some artboard teasers for now - we'll show you what the final product integrated in a town looks like soon!
Yeah, that's it! Here you are a new price cut! Now you can purchase Madness Fantasy at the umbelievable price of 2,99$!! Let's play the Madness and help Jackie, Max, Hank, Marv and Dex with their mission!
It's been quite a while since our last blog and so much has happened! We hope you are all enjoying the Open Beta and a HUGE thank you for all the kind words and feedback from this past few weeks. We are continuing to work hard and make the best dragon survival game there is! This blog is going to be a bit shorter than our normal ones since a lot of the new content was released with the update. We have also scheduled our next Q&A Livestream with the date and time at the end of this blog.
First, here is a word from the Head Hamster himself...
Words from the Lead Developer
We did it! Just like we said we would. Our Open Beta is out and people are playing it. Sure, there's a few bugs that need fixed and there's some tweaking and polish that needs done, but the Open Beta is out and people are enjoying it. We're very happy with how well the Beta launch went and we want to thank Nodecraft for having everything ready on time for our new servers. I also want to thank our devs for working hard to get the open beta out in just 21 months. Our hard work shows.
But this is only the beginning of what's to come for Day of Dragons. We still have a lot of work to do.
The Open Beta introduces our new Physics-based flight system, our first starter dragon the Shadow Scale, AI, a huge 16km map, and many other cool things such as Elder Progression, Skin Crafting, Genetics, Nesting, Clans, and more. Some of the things we're looking to add soon include the scent system where players will be able to sniff out AI, water, and bleeding dragons. Speaking of dragons, we're working on the animation set for the Flame Stalker and finishing the animations for the Magma Elemental, Both of those will be going into the game as soon as they're ready along with a new biome, the Lava Lands, and portals.
It's all coming together, one piece at a time, and we're thankful to have your support for the best Dragon Survival Game in the world - Day of Dragons.
- Jonathan Slabaugh Lead Developer of Day of Dragons
Now onto the blog!
Flame Stalker Animations
Flame Stalker Walk
Karly has moved her attention to the Flame Stalker now that the Shadow Scale is fully animated.
The Flame Stalker will be the largest dragon yet to enter the game and will change the game play dynamics completely with his Heat Sense. Flame Stalkers are the main predator of Shadow Scales and will be able to see their heat signature even when cloaked.
Flame Stalker Trot
Flame Stalker Run
Damage VFX
The Damage effect, which you can see in game for the Acid Spitter, Shadow Scale, and Thornbacked Crawler, is finished for all Genesis creatures. Each effect tells a story and resembles an attack from another dragon. For example, that Shadow Scale's damage effect is designed after a fight with a Flame Stalker.
Inferno Ravager Damage Effect
Flame Stalker Damage Effect
Magma Elemental Damage Effect
Bulbous Spined Scrab Damage Effect
Dev Q&A Livestream
Our next Q&A livestream has been scheduled!
Join us Saturday, July 31st at 3:00 PM EST on our Youtube Channel.
We will be answering questions while we hang out on the Official Server 3-US PvE. See you then!
From the Community
Each blog post, we pick some of our favorite screenshots and artwork posted by the community to showcase here. Want a chance for your submission to be showcased on our next blog? Post it in the appropriate channels on our discord!
Some of our favorite recent screenshots...
by sungift14#4605
by KatThePure#9138
by Lorikeet Lord#4388
Some of our favorite artwork from the community...
by k̷̉̊i̴͋͑n̶̿̚d̵̏͝a̷͌̾ő̵̀d̴͂̚d̷̈́͝#9052
by SunnyD#9023
by Siilinki#6897
Thank you all again. We are overwhelmed with the kind words and love from the community these past few weeks. Working on this game has been a dream come true to us developers and we will work hard every day to bring that dream to life!
~The Day of Dragons Development Team
Don't want to miss out on updates? Follow us on our social media accounts or become a patron to get updates before they are released!
Double XP LIVE will return from August 6th to August 16th!
For those of you who're new to Double XP LIVE, it's very simple: across the ten days of the event, you'll have 48 hours of Double XP time to spend. You can blast through it all in one weekend, take things slow and steady, or even pause the timer and take a breather in-game.
RuneScape members will get 100% of the Double XP buff, whereas free-to-play players will only receive 20%.