Also I have made an update to Casual Desktop Game, which includes two more tools (one weapon and one combat entity) and small fixes and improvements. The update will be released in a couple of days.
I am also developing a new game which is also a time waster for casual gaming. Of course it will also focus on the developer community to create Workshop items. But more on that in a later post.
Thank you all for being a part of the Casual Desktop Game universe and have a nice sunday!
A mysterious creed followed by certain Acrin and human mystics, its followers experiment with total sensory deprivation to get closer to true cosmic understanding. Those who achieve this inner silence, can finally hear something in the background of the universe—something infinitely ancient and wise—that they call The Voice.
The path of The Voice is the path of universal comprehension, hidden secrets, inhuman understanding, physical corruption and ancient wisdom. Your progress is idealistic, but leaves many monstrosities in its wake—failed mystics or those who understand The Voice only partially, and are changed utterly by this shortcoming.
Abkluth Dragoon
When they crashed, the Acrin brought creatures with them—monstrous lizardthings, tearing Earth wildlife apart. Given their docility around the Acrin, I suspect they were meant for pets or food, but that didn't stop the Voice Cults using them for war.
The first specialised unit of any Voice affiliation, this cavalry troop consists of three Cult Militants mounted on the fearsome alien Abkluth. Their light armour means that they can’t survive prolonged firefights, so instead rely on their speed to close on enemies before they attack with their toxic spears and bite. Understandably, they are also experts in taming free-roaming Abkluth, allowing Voice-aligned players to increase their armies quickly.
Dark Vassael
Not all who hear the Voice can comprehend it. Not all come back from the edge. Or not alone. Is it better to come back like this—a bag of aggregated human systems and minds—or not at all? What must it be like to be in there?
This horrifying agglomeration of man and alien is a Voice terror unit. Its strange weapon fires living larvae that do limited damage but cause enemy units to suffer morale debuffs, reducing their ability to fight back. Later in the game, the Vassael can summon Shoch’itris Lairs that deploy short-lived deformities which attack on their behalf.
Aegyllan Worm
Hearing the Voice didn't change everyone the same. Some kept looking for that dark, quiet place, came back changed to find it, delving into the black depths of the Earth. To see a friend's face on one of these, dragging itself out of stone and dirt, that was hard.
The Aegyllans are best deployed as shock anti-armour troops. Their tunneling ability allows them to bypass terrain, defenses and other units—especially when upgraded in the late game to massively increase its range. Once at a target, their pointblank bioacid is exceptional against armoured units and large numbers of troops—and damages their armour too, allowing your other troops to finish them with ease.
What do you think about the Voice Path?
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We noticed that the demo button is still available, but that version is not representing the released version of the game. So we decided to turn off the demo to prevent misguiding impressions about the game.
You can now export your paintings as 3D models from the Export tab. These 3D models can be shared easily on Sketchfab, in your VR Home environment, or in VR social applications such as VRChat. The exported paintings are varnished, giving a beautiful glossy look to your artwork. Check the guides in the Community page to learn how to use the models.
Hi all, over the last few weeks we have been working on a few unique mechanics for the Ratmen faction. However, we also re-factored a few of existing systems which apply to all existing factions:
Invisible units' attacks automatically become backstabs and have attack / damage bonuses to the first strike.
Disease has a small chance to spread to any nearby unit (allies and enemies alike). Also, Disease reduces maximum hit points by one.
We have added a number of traps, e.g. Bone Trap for Necromancers, and we are still working on back-porting traps mechanics to all other factions.
Once created by mankind to help repair machines and robots, the drones have since switched sides and now use their versatile skills to eliminate humans.
These insidious apparatuses will not come at you right away in a battle, but do not think for a second that you are safe from them. They are the sneaky kind that tend to lurk around bots to heal them from your attacks, and they have plenty of tricks up their sleeves that can make your life miserable.
Their signature move is the deadly kamikaze attack: this move of self-destruction deals 4 damage to your heroes standing in their close vicinity!
Using their Repair Ally card, they can heal their vicious bot friends you’ve been battling for 3 health – making all your hard work go to waste.
With their Drone Buzz, they can dazzle your heroes from afar and make them loose one of their cards.
They can always disengage from your heroes without having to discard a card with their ‘’Flee’’ move.
So how can you defeat them? Here are some tips & tricks on dealing with this malicious enemy:
Even though they are not injuring you directly and it may seem like it’s less of a priority to eliminate them first, it might be a good idea to get them out of the way before you take on the bigger enemies.
If you injure another enemy, it will trigger the drone to move closer in order to heal them. This is the moment when you can take your chance and attack them with an explosive weapon such as the grenade or the bunny. Killing two birds with one stone!
If you have your dodge card, a quick and efficient way to get rid of them is if you make them attack you with their signature move, a kamikaze attack. They will come at you and destroy themselves, injuring everything around them in a range so make sure to stand close to other enemies when you make them go for the kamikaze!