As we make the final preparations for our public ALPHA DEMO going live a few hours from now, we'd like to share with you our development roadmap which details the features and content that we're currently planning for and working on Hellsweeper VR.
The Alpha Demo is a watered down version of the full game but loaded with enough core mechanics to let you get a good feel of Hellsweeper VR.
As with our tradition of developing games for and together with gamers, we want to get the community involved in our dev journey for Hellsweeper VR.
Please join us on Discord and on our Steam Forums and help us perfect Hellsweeper VR by giving your feedback and suggestions.
Lastly, please share the game with your friends, streamers or Youtubers you love. It will mean so much to us! :)
Sincerely, Mixed Realms Team
What is Hellsweeper VR?
Hellsweeper VR is a roguelike first person combat game where you take on the role of an undead immortal, tasked with entering hell with the sole mission of eliminating its twisted souls all to restore the sacred balance.
For fans of Sairento VR, you would know that our first game offered an intense no holds barred locomotion system featuring wall-running, power-sliding, backflips and more. While other VR games played it safe, we said f*ck it and delivered you gravity defying loco, because we believe that VR games should feel incredible.
Now, after 2 years, we are pleased to bring to you the spiritual successor to Sairento. A nastier, crazier, whackier successor.
Think Sairento’s intense locomotion and arcade-style action but with semi realistic physics, allowing you to pull off even crazier moves. Juggle enemies in the air, rip them in half using psychic powers, use a lopped off enemy limb as a club, land on an enemy and use it as a surfboard, release concussive blasts to smash enemies into a bloody mess of smithereens, and more.
Roadmap (Last Updated: Sep 2021)
As we're still in the midst of developing Hellsweeper VR, this roadmap is bound to change but for now, it serves as our team's dev compass with you, the community, as our north star.
*Features/Content which are part of the Alpha Demo
There are 3 Game Modes in Hellsweeper.
Mode 1 | Rogue-like Mode
A fully-fleshed out Rogue-like Mode where players can encounter randomly assigned locations, weapons, skills and increasingly challenging enemies as they make their way to the final destination to meet the final boss. Every run is different and every experience is unique.
Contains 3 Acts, with each arc culminating in an epic Boss Battle.
Each Act consists of a mix of levels offering various mission objectives and activities -
Elimination Mission: Eliminate the level’s boss.*
Survival Mission: Survive hordes of enemies for a stipulated time.*
Totem Mission: Destroy totems around the map to stop enemies from spawning.*
Wave Missions: Defeat wave after waves of enemies.
Sacrifice Mission: Sacrifice enemies to unlock altars around the map.
Various Challenges & Mini-Games: Unlock the tori gates of hell with challenges that will test your skills, wit and luck.
Collect Rewards - Unlock treasure chests with keys or destroy mini totems around the map to collect additional Souls and/or Obols, the two main currencies in the game.
A series of Boons and Curses that grant universal modifiers.
In-depth Skill Progression with customizable traits for every ability.
Challenges that bring about map and difficulty modifiers (e.g. lava ground, handlock, etc.) to give a unique twist to every run.
Mode 2 | Sandbox Mode
Perfect for players who prefer more certainty in how they play the game. Players get to select the arena, mission style and difficulty level they want to challenge. They also get to pick their preferred weapons and abilities.
Mode 3 | Multiplayer Mode
Players can go on Co-Op missions or fight each other in PVP contests.
Players can unlock multiple ways of progression and customization through each skill’s unique Skill Tree and unlockable Traits. Each skill/weapon may have 4-8 more traits which can affect its mechanics and effects.
Melee Weapons
Broadsword - Demonstrates the basic mechanics of most melee weapons.*
Knockback and break an enemy’s guard using the hilt.
Single-handed and Double-handed grip, the latter offering more damage.
Reverse blade grip
Bladewave, a concentrated form of energy that turns a melee weapon into a range weapon
Air Juggling Axe - Deals more damage with powerful throwing capabilities. Mace - Able to turn into a flail for a more fluid combat-style.
Ranged Weapons
Pistol - Demonstrates the basic mechanics of most range weapons.*
Knockback and break an enemy’s guard by using it as a melee weapon.
Single-handed and Double-handed grip, the latter offering more damage.
Ricochet Bullets that bounce off enemies and the environment.
Homing Bullets that target multiple nearby enemies.
Bow - Shoots magical arrows & is able to turn different objects into unique arrows. Rifle - Allows a large range of modifications. Shotgun - Powerful & short-range firearm that is easy to use.
Magical Elements
Fire - Inflicts a burning status effect that deals damage over time.*
Fireball
Flamethrower
Fire Vortex
Flameblast
Enchant weapons with Fire Element.
Frost - Inflicts a status effect that slows down an enemy’s movement.*
Frostball
Icicles
Blizzard Storm
Frost Spikes
Enchant weapons with Frost Element.
Electric - Stuns & makes enemies more susceptible to damage. Advanced Magic - A high level form of magic that involves combining various types of elements.
Fire + Frost* which produces Laser.*
Electric + Fire
Electric + Frost
Telekinesis
Levitation
Lifting objects and enemy carcasses
Lifting of enemies with less than half their health.
Crushing enemies while they are Lifted with less than half their health.
Split enemies apart while they are Lifted with less than half their health with both hands.
Firing Pistols and Swinging of Swords through telekinesis.
Concussive Blasts and Radial Blasts Rock Split, Rock Fists and Fist Rockets
Thumbstick Locomotion*
Blink Dash*
Air Dash*
Mini Jump*
Single Jump*
Double Jumps*
Bullet Time*
Power Slide*
Surfing (land on minions and use them like a surfboard)*
Forward, Side, and Backflips.*
Wall Run*
A companion that will protect you & fight by your side, upgradeable through its own skill tree.
A total of 16+ playable maps that explore different sizes and verticalities.
Four maps were released during Public Alpha.
Minions and Mini-bosses can come in the form of any of the three elemental variants (frost, fire, electric) which require different approaches and strategies during battle.
Minions
Caged Head - Typical minion-type enemy proficient in both basic melee and ranged combat.*
Hook Arm - Typical minion-type enemy proficient in both basic melee and ranged combat.*
Flying Head - Small, flying ranged-monsters.*
Mini-Bosses
Gluttony - Slow but deadly. Releases poisonous gas and can knockback players.*
Pride - Floating enemy with a defensive force field and powerful homing spells.*
Greed - A small, ranged attacker that can climb walls and flees when approached.
Envy - A sly enemy that teleports to quickly close the distance.
Lust - A swift attacker that excels in close-to-medium range.
Sloth - A slow enemy that can suddenly move fast when spiderwalking.
Bosses
Corruption - A large monster that uses melee when close and magic when afar.
Deceit - Summons its wooden puppets to attack while it hides like a coward.
Savagery - Uses its overwhelming strength and speed to beat victims into submission.
Customize Skin Color*
Customize headgear/masks and some attributes of the clothing and gloves.
(tentative) Add more player model designs
Achievement System
In-game Recording Camera
Collectible in-game Lore items containing tidbits of information about the world and its origins.
First of all, we would like to give our infinite gratitude to our Dragonians, who have been playing global MIR4 since the official launch.
We are well aware of the fact that many of our Dragonians have been contacting us but have received replies with great delay. Please take into consideration there are delays with replies because the number of inquiries received is way more than the number of inquires that we can handle.
We will swiftly handle inquiries with payment issues as our priority, then handle others in order.
Again, we would like to thank and apologize for the inconvenience to all the Dragonians who are enjoying MIR4.
Flags! flags of every country (252 total), and you can easily drop your own image files into the game to use your own! These flags even have cloth physics and blow in the wind:
As well as flags (with physics) this update also adds "posters" which are literally just a 2D image you can place anywhere on your layout. Just like with flags, you can easily supply your own custom images to use as well!
Posters can be used for all sorts of things, like backdrops, signage, advertisements, neon signs, or even just decoration for your layout room:
Adding your own custom images is incredibly easy! All you need to do is paste any PNG or JPG images into this folder: "Rolling Line -> Modding -> Custom Images"
You can even include custom images inside your workshop uploads! Simply choose the "Package custom images" option when uploading your save and any images you've used will automatically be uploaded with the layout.
Customizing flags
You can find the new flag and poster props in the "Room -> tools 2" drawer. Once you have spawned in a flag you can customize it using the popup menu (press Q).
From here you can choose the image from a list of options (custom images will be shown at the end of the list). Plus you can set whether the flag physics are pinned to the top or the side, or simply "static" (not moving).
You can do the same with posters. When the options menu for posters is open you can also change the material type:
"normal" - standard solid material
"alpha" - smooth transparency (see-through)
"alphaCutout" - hard-edge transparency
"unlit" - appears fully bright (unaffected by lights) at all times, like it is emitting light.
"alphaUnlit" - a combination of Alpha and Unlit, which is both transparent but emits light.
Other features
This update also fixes a couple of bugs:
The Glowbells minigame now works properly, after being broken since the last update. You can now load and play the game as normal.
Fixed the UI position of the workshop requirements panel
Widened the collision on the walls so that props aren't hidden behind the sky material if enabled.
Also the "many lights" lighting mode has been removed. This is because it was causing lots of issues with certain materials and really wasn't providing much benefit. the "many lights" render mode uses a technique called deferred rendering to display lights, which is supposed to be more efficient for large numbers of lights, but the performance increase is so small it wasn't worth the trouble it's been causing.
Let me know if you run into anything unusual when viewing maps with lights! as these changes might have unforeseen effects.
Layout competition just around the corner!
As mentioned in the previous update, there's a layout jam event on the way!
I decided to release this flag update on its own (instead of it being combined with the competition announcement) since It's ready for release now, while I'm still going to spend a few more days getting things ready for the layout jam.
As you can probably guess, the layout jam has something to do with flags! And just like with the Railroad History Jam, I'm making my own example map to kick off the event.
I've still got more work to do to finish this map, but here's a preview:
More news on that within the week... ːsteamthumbsupː
Greetings survivors, We have done the update and thank you for your continued support. [Update Content] 1. Mosra enters the monthly store 2. Add Saraf skin-Beach Beauty 3. Add the 17th level of mini puzzle game (open after 9-10) 4. Add next level button in the Tower of Dooms Day 5. Now the access to check the hero's talent skills is available after evolving heroes to 6 star 6. After clicking the lighthouse in the expedition dungeon, it will automatically advance to the closest position to the lighthouse 7. The bonfire and fountain in the expedition dungeon will automatically disappear after being triggered 8. Fix the problem that the game get stucked when some heroes' HP got exchanged with Dr. Vitas 9. Fix the problem that the amount of items display in the backpack of the expedition dungeon was incorrect 10. Fix the problem that the control effect of the genetic talent Overset Battle Array ignored the control immune rate 11.Fix the issue that Matheal could not resurrect after victory in the battle of the expedition dungeon 12. Fix the problem that the hero gene icon displayed incorrectly in Trial of the Champion
If you encounter a bug while playing our game or have any suggestions, please feel free to contact us by following ways: Email: tojoygame@gmail.com Facebook: zombiestrikerpg FB Group: Zombie Strike Group
Small list of fixes found in the new patch from myself and other great players in the #GDM community.
Fixes
- Desk colors in office 4 where miss connected for workers 4 and 6 cabinets - Reformatted the Acquired HUD to fit the new data better - Removed Monthly costs from Holdings Menu - Fixed the manage engine revenue display to correctly show revenue from each new commercial engine - Conventions when in office 4 did not give fans - Acquired sales are now added to total subsidiary sales for milestone purposes - Buff Acquired training from 4-12 to 8-24
Now that company training has a huge impact on sales I found it a bit tedious to do 12 stats per month until reaching s+ ranked companies. So, I bumped it up to 24 so over all its half as tedious but still requires maintenance. We will continue to evaluate balance daily.
That is all for this small round of fixes, if anyone discovers any additional issues, bugs, or glitches let me know via steam or discord. Special shout out to dycart gaming for his new patch stream, and The Battered Bogart for his early patch videos. As well as everyone in the discord for posting feedback. All of your support means a lot, thank you. Hopefully this patch is now stable, and we can move on to the next update.
It's almost game time and we have another update before release. Please test away and report any bugs on our Discord channel if you want to help! Thank you for your support, and for playing Legend Bowl!!
📢 Thank you to everyone for reporting issues and bugs from this last update!
Patch Details
Fixed no team showing issue when going into Training Camp > Offense Only and not selecting a team.
Reduced catch penalty when defenders are close by a super small amount because seemed a little too strong.
Improved timeout calling AI to fix issue when a team is winning and in scoring range they weren't calling timeouts prior to halftime thus losing a scoring opportunity.
Dead ball now shows all sides vs just the laces part.
Tuned random 4th down attempts down and only go for them in second half.
Tackling ballcarrier no longer affected by DIFFICULTY setting on CPU vs CPU games, so no games are affected negatively or positively during CPU only games.
New notification text will appear to immediately alert you of any important game events like score, timout, or end of quarter.
Default fan density set to medium.
Fixed player voices saying "stop the clock" repetitively.
Rookie image updated.
Splash title screen players depth sorted for less overlapping of players as they round around the screen.
Fixed issue when starting a new season where coach colors changes in coach editor were lost.
Game window now centers when switching between sizes.
Fixed issue new ball caused where dead ball would skip a number of pixels after stopping from rolling on ground.
Removed unecessary border from "Old Smell" ad.
Ball carrier follows blocks better now.
Quarterbacks drop back a bit more to avoid getting stuck to close to the line.
Changing windows sizes or full screen no longer makes the field stat player image disappear.
Default roster now called "Main Roster" to be more descriptive as it's not really the game's default roster out of the box once you make changes.
Misc bugs and fixes.
If you experience any bugs or issues please report them here or more preferably in our Discord where you can chat with the community, report bugs, or give feedback on the game.
As always, if you've enjoyed the game so far and like what you're seeing out of the game it would be great if you can leave a review on Steam!
Development Log 1.05 --------------------------------------------------------- Character Class system! (Choose from 4 classes with unique advantages/disadvantages) New Craft: Medkit (Fully restores max HP and fully heals HP) New Craft: Silent Green (Fully restores max SP, Max HP +5, Quench thirst +5) Zombies have new behaviours and procedurally generated stats. New Achievement: Headshot Master (Complete 50 Headshots) Various tweaks to improve gameplay balance Improvements to audio balancing
Welcome new and veteran players! Thank you for playing and competing in the :solaroidsS::solaroidsO:ːsolaroidsLːːsolaroidsAː:solaroidsR::solaroidsO::solaroidsI:ːsolaroidsDː:solaroidsS: monthly high score challenge.
Congratulations to all!
1st - Piegos / 49,987,780
Piegos takes the lead this month, by quite the margin to boot, with a 1st place score of 49,987,780. Congrats on taking the top slot! Piegos currently holds 10th place in the all-time global high scores!
2nd - cerex / 8,556,220
Newcomer cerex takes 2nd place just sneaking past 3rd place with a score of 8,556,220. Welcome to the boards!
3rd - Dean Demon / 357,920
Dean Demon strikes it lucky and hits 3rd place with what may be the lowest top-3 score I've seen at 357,920. Congratulations? ːsteamsaltyː ːsteammockingː Seriously though, congratulations! I know I've seen higher scores from you before, I know you have it in you! ːsteamhappyː
If any of you top players have the hardware and want to stream your attempts to the Steam Store page, let me know and I can work with you to get you access.
Note: Only the First Credit leaderboards are used for the monthly challenge.
Extra Challenge - NOT COMPLETED!! ːsteamsadː
After a long streak of players filling the monthly boards for all of 2021 so far, unfortunately we didn't quite fill the boards this month. Hopefully everyone is enjoying the summer, if you're on the northern hemisphere, and getting out and about with a bit of a "break" from the dreaded corona.
As a reminder, and challenge for next month. If the monthly boards are full I have Solaroids OST digital cards/keys for those in the winner’s circle. Use it yourself, give it away, or sell it if you can. The soundtrack is no longer tied to the game, it's been freed from DLC prison.
I've figured out an easier way to communicate to individual players is through the Steam Group Chat feature in the Community Hub ːsteamhappyː. Join the group chat and let me know, and I can transfer the card/code to you via a direct message. If you already have one and don't want another, also ping me in the Group Chat in the Steam Community HUB, or like I said, pass it on to someone that might enjoy it ːsolaroidshaloː.
I'll be keeping this extra challenge open for a while, so we'll see if there are enough competing players next month!
Cheers!
Chad (kiates)
Have a Feature Request or Discover a Lingering Issue?
Do you have a feature request or find a lingering bug/issue? If so, then post it to the Steam Solaroids Community. Many of the tweaks, features, other additions, or future plans for Solaroids have originated with the community.
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Come join the (Solaroids Discord Server), exercise some much needed bragging rights, say high to other players, share some tips, and give me your thoughts about what would make the Best Asteroids Style Space Shooter on the planet.