Hey folks, Trunks here. The publisher is Neon Doctrine, they have an amazing list of games you can check out, and they are very nice guys. Neon Doctrine is bringing Devilated to The Indie House event this year.
And the full reveal event:
Below are the changes since the last May update.
If you bought in the Realms Deep event, chances are you've seen parts of them as I've been pushing them out gradually. If you are with the old builds and haven't finished, it's recommended to restart as the design is changed (password "LowkeyVibeMode" for older versions).
Push-forward combat
with in-battle colored resources. Potion system, potion shop and gem shop are removed. Ammo is reduced, forcing switching weapons constantly. Orange corpse heals 30 HP, blue corpse heals 50% all weapons' ammo, white corpse gives 1 grenade. Thanks to Demetroid for the suggestion of incorporating the push-forward design more closely in Devilated.
'Durability' is added
Previously, 'weapon disappearing' forced constant weapon switching. Now broken weapons could be kept in the inventory to be recharged at Bless Point (once per level). Merchant now recharges durability instead of providing ammo (costly)
Picking a corpse up by standing near it
instead of having to point at it. Combine Diving with Use key.
Main loop
+ Low on HP/Ammo: Explode corpse/ Use Diving + Low on Durability: Keep in the inventory to recharge at Bless Point/ Replace with new weapons (from merchant/ crates) + Out of ammo: Switch to other weapons to passively regain that weapon's ammo via blue enemies/ Replace with new weapons
Compass with next point marker
Hard to get lost now.
Kill text is added
Each kill has an absurd text flying up with a color indicating the hp/ammo/grenade resource. The default brightness is increased and the contrast is lowered. Easier to see enemies killed even in the dark now.
Enemies are more stupid
(run horizontally sometimes instead of only charging at player)
Bosses' vulnerable parts are highlighted with outlines.
Consumable orange & blue fires
in Boss fights for hp & ammo that can regenerate later.
Unlock more variations of weapons, enemies,... earlier in the game
The start of the game becomes difficult sooner.
Bullet-time is limited
just enough to fight in later levels. Incoming Enemy Arrows/ HP/ Ammo/ Dash/ BulletTime bars added around the crosshair: Easily monitored instead of looking at the screen corners.
Defeating boss rewards
Spawning 4 random items & Recharging 100% HP + Durability + Ammo for all weapons.
Enemies in Slaughter II and Slaughter III (NG+) are randomized
After completing the game in Slaughter I, the final enemy variation is maintained onto the next NG+ with unpredictability & increased enemy number instead of first levels' grunt enemies again.
Show damage stats and labels
(explosive/ energetic...) on weapons except for Staffs. Except for the Machine guns which are more consistent, damage is a rough estimation as weapons are varied.
"Retro" as the default color
instead of "Raw". The game is more cohesive in style.
Default Warrior difficulty is harder
(+50%). 5 difficulty levels instead of 10.
- Meat shield: more effective (blocking 65%) at the cost of its durability - Maximum gold = 20k. - Stylish bar is now a speed multiplier - Encampment portals are scattered around the map. Some buttons are removed - Fewer total equipment slots & inventory slots - Movement is smoother & less restricted. - The game is slowed down a bit - Teleporting point is hidden in the Encampment area until the very last level. - Added a setting to not increase music volume during combat - Focus mode: Zooming in amount reduced, mouse looking sensitivity reduced. - Loading screen is simplified. - Full changelog:https://steamcommunity.com/app/570950/discussions/0/3110267314130087922/
Working with Neon Doctrine, from now on I'll keep the most updated experimental version at "FutureMan" branch
And as I've usually said, it is always easiest to manage the expectations :)
Thanks to Ty - In The Keep, Demetroid, Matheo, Adria Carrasco, Nikolay Korneev, Choo Choo, Dotoo and Shang-Pao for the feedback.
Fixed a bug that sometimes created unnamed penalties on onside kicks
Fixed a logic error where the AI would not call timeout near the end of the game if the game was tied
Fixed a bug where the controller icon settings were not getting saved and needed to be reset each time the game was launched
Fixed a bug where the users using controllers were unable to accept or decline a penalty if they paused the game while the accept/decline penalty menu was open.
Fixed a bug where the announcer would sometimes remark that the ball was thrown beyond the first down marker when it wasn't.
Fixed a bug on Macs where only one stadium was available.
Added logic for the AI to consider spiking the ball right before halftime
Adjusted the logic for AI playcalling and clock management when losing in OT.
Added logic for the AI to call timeout when losing in OT
Reduced the chance a QB would fumble the ball when sacked.
Adjusted counter plays to have the far-side guard pull instead of the play-side guard
Combined the Standings and Schedule windows into one menu inside of Franchise Mode. This will allow for the standings to be accessible during the playoffs and offseason.
When selecting a new logo for your team, the logo categories list will now loop back to the start instead of stopping when you reach the last category.
Enabled cloud saving. This will allow you to save data on one computer and load it on another. This is also cross-platform. Meaning, you could start your franchise on a Mac, then load that same franchise on a Windows machine.
It's good to finally be on Steam! As this is firing off today and to be released at 6PM CST, I plan to bring in all kinds of additions and changes for the game. I'm keeping major updates to about every two weeks, so I can develop and test them properly. You can view what I'm working right here in the Trello board.
In the Trello board, the Waiting For Release section is for any updates that are waiting to be published to Steam. I'd rather not bombard anyone with updates, as that could get annoying. I want to provide as much transparency as possible, because I think that is very important for an early access game.
If I'm able to test and develop quickly enough during the week, then updates will happen on Friday either ASAP or at 7PM CST. The reason for this is to keep the update schedule as comfortable as possible, and the fact I work at a full time job.
To everyone that purchases this title during early access, thank you so much for your support!
You can NOW support Harvest Days to get the title funded on Kickstarter and get possible additional features into the final game.
All backers of € 20 or more on the Kickstarter will receive a copy of Harvest Days once it launches into Early Access on Steam. Backers will also receive a package of Kickstarter-exclusive goodies, including an HD digital wallpaper pack, a mention in the Friends Of The Village book in-game, plus any rewards have been unlocked through stretch goals.
But that's not all, there are many more rewards waiting for you: exclusive in-game character skins, soundtracks, a position in the credits and even bonus Steam keys for Farmer’s Dynasty and Lumberjack’s Dynasty.
The Harvest Days Kickstarter is live now, with a LIMITED number of discounted Early Bird backer slots available for those eager to head out to the country.
The original campaign offers all the combat, goofy characters, and richly detailed graphics you need to immerse yourself in the battle! Use a ballista to fling everything at hand towards rival fortresses, send out your troops, and unleash powerful spells!
The sunless world of Operencia calls on you to retrieve its light as you quest through the legendary scenes inspired by Central-European folktales and legends. Recruit companions from all corners of the land, and create your own character with a system rooted in the beginnings of tabletop RPG-s and battle foes in turn-based battles. Lead your team to unknown territories, and face evil creatures far beyond your imagination!
Maximize your adventure and get the Explorer”s Pack to further dive into the magical land of Operencia with the game’s full soundtrack, created by Hungarian composer Arthur Grósz, detailed maps, and wallpapers!
Sable is taking part in The Indie Houses Direct which kicks off today and as part of that, we are reactivating the demo. So if you missed out on the first round of the demo, or if you want to play it again - now is the time! The demo will run until 7 September.
Please note no changes have been made to the demo - it is exactly the same as it was when it was first live.
Also, we have created some lovely Sable wallpapers for both your phone and your desktop. So, if you want to carry a piece of Sable with you - get your free wallpaper here: Sable Wallpapers we hope you enjoy them!
As announced in our Indie Houses keynote today, Gone Viral is out of Early Access and releasing now!
So you think you are a big fan of Gone Viral? Think again! The Fanatic and his cabal of minion friends are here to show you what happens when real fans bring the heat! As the game launches out of Early Access, we're adding a new boss and a ton of new, rare enemies to the game. We're also clipping off a few bugs and issues that have been running around Early Access for a bit too long.
Buddy will be livestreaming the game in a new episode of Buddy Gets Good if you want to tune in at noon!
Here's a list of the full patch notes:
Content: -- Added in the new unlockable Fanatic boss --Dev Note: Unlock the Fanatic by defeating the Juggernaut without taking damage or beating Insanity level three -- Made the large spike spider unlockable as a rare spawn -- Added the new simple bot v2.0 as an unlockable rare spawn -- Added the new bomb drone as an unlockable rare spawn -- Made the mortar tank unlockable as a rare spawn -- Added the new mutant brute as an unlockable rare spawn -- Made the hostile medbot unlockable as a rare spawn -- Added the new lightbulb spider as an unlockable rare spawn
Bugs & Polish: -- Fanatic now also unlocks in a second way -- Fixed a few issues with the hammer weapon not playing well with certain mutations -- Made some game text updates including year and version changes -- Cleared several references to early access and 2020 -- Stopped unlocking the early access cosmetics -- Fixed a few issues with the German localization -- Updated to the final localized text set for this patch -- Updated the game version to 1.0
We're nearly done with Luxury DLC, which is why we decided to show you guys our appreciation for supporting us thorughout the enitre process of DLC development!
Starting NOW (I mean 31st of August) you have 10 days to enter our giveaway and win yourself a copy of House Flipper, House Flipper VR or Car Mechanic Simulator 2021!
Without further ado - to enter the giveaway click on Bessie!