You haven't heard from us in a while, but the team is fully focused on delivering the freaky bullet-hell experience that will make you stick to the screen just like injuries to Bunny, Cowie, Rusty & Sharky.
We are grateful as hell for all the support you've given us since our game was featured on IGN Awesome Indie Showcase as a part of Gamescom 2021.
BTW, there is some huge news around the corner, and we can't wait to share it with you!
In the meantime, join our Discord server for all the behind the scenes, content teasers, and discussions with our whole team.
See you soon! (=っ◕ェ◕=)っ
You can also wishlist The Crackpet Show, to not miss the upcoming announcements!
Disciples: Liberation - Implementing community feedback
Disciples,
The road to release is an exciting one for us, and we'd like to share with you where the road is taking us.
We have appreciated the detailed and considerate feedback, constructive criticism and helpful suggestions that we received during our closed alpha and beta tests. We read and carefully evaluated all contributions shared with us. As a result, we implemented some of the suggestions from closed alpha to the beta build, there is another badge built into the release version that will arrive at release on October 21 and there will be more to come after that.
See below for a list of major changes we are making based on your feedback for the release version of the game:
[Balance] Rebalancing (Add more Gold to game)
[Combat] Auto resolve button for easy encounters which are not attached to quests (Conquer feature)
[Quality of Life] Option to speed up combat animations
[Units & Skills] General improvements will be made to the variety of player ‘Skills’
[Overall quality improvement] Additional 3D cutscenes will be added to replace those already there
Of course, this isn't the end of the road and the improvements won't stop here. Here’s a sneak peek at what will be added after the release on October 21st:
[Combat] Interactive objects on the battlefield such as a magical portal which can be used to summon a powerful unit
[Combat] Action points which have not been used will create different effects in addition to healing:
With 1 Blue AP left: Defend gives a bonus of +20 Initiative to the unit until the beginning of its next turn
With 1 Red AP left: Defend gives the Protected condition to the unit until the beginning of its next turn
With 1 Red AP and 1 Blue AP left: Defend gives both the Protected condition and a bonus of +20 Initiative to the unit until the beginning of its next turn
With 1 Gold AP left: Defend gives both the Protected condition and a bonus of +20 Initiative to the unit until the beginning of its next turn
The Protected condition is removed upon receiving a hit but the +20 Initiative remains until the unit acts again the next round
[Combat] More global battlefield effects a la Thunderstorm
[Quality of Life] Add Drag & Drop for mouse
[Units] Option to directly train/ recruit units on maximum level.
As you might be interested what happened so far, see below for a list of major changes that were already added according to your feedback from the closed alpha:
[Quality Improvement] Added Tutorials to the beginning of the campaign
[Combat] Added tiles on the battle map with several different effects (like healing) to battlefield variety
[Combat] Added Thunderstorm as a global battlefield modifier to improve variety
[Usability]Added quick access to menus in the HUD
[Combat] Removed the need to guard resource spawns to avoid constant backtracking
[Quality Improvement] Added full voice acting to all main quest lines (English)
[Difficulty] General balance changes. The game is now a lot more challenging
[Balance] Rebalanced loot distribution resulting in gear drops happening a lot less
[Combat] Made adjustments to the battle against Veran
[Story] Fixed lore and immersion related topics (units always now have a reason to join Avyanna, Naming of Elven Alliance, etc)
Thank you for your feedback and help. We can’t wait to welcome you in Nevendaar
So at the start of August we showcased where we were and now I want to give you a revised look at the rest of the year.
The new update SILVIES SECOND DATE. Is almost done, but with the coder moving housem and a few other life things we will be pushing this back to next week. I can assure you though that the updates will keep you busy, return of events and a new face that joins the ranks!
As we wrap up next week we will start on the Spooky Lewd Kart 2021 event, with some special goodies, a new event mode to try and the return of the Spooky Lewd Event of 2020!
Then the last build for the year will be the Xmas build. With some new faces, cosmetics, a new track for the Underboob Cup debut and some much requested extras. The return of the Xmas event will happen as well as a few other christmas goodies.
I am showcasing this now as we have been running low on content for kart due to IRL stuff. So I wanted to make it up to you all to showcase we are working hard and preparing for the next leg of Karts production!
As always thank you for sticking with us and we hope you check out next weeks update!
since I am aware that many people are waiting for the game, I want to share what the plan is now.
I want to keep it short, to not waste your time, so lets get started:
1. Release Date is now "Early 2022" (ignore the store page, its a placeholder date.) 2. The game will be using UE5 now. 3. There will be big visual improvements in image quality and graphics quality. 4. The system requirements do not change*, if you can run the previous games, you can run this one at the same graphics quality as previously. (You still get the sharper image, even if the new graphics are not enabled.) 5. The game will be larger than previous games.
*Except that its DirectX 12 only now, but the system requirements always covered that. (The minimum required cards were DX12 capable.)
So, how does the game look like now? See below.
These screenshots are from an early version of UE5 and from an unfinished game, I am aware of some issues (like too dark areas) and missing things - I will fix this before release.
We're a part of Steam Next Fest, where we'll drop our second 1-week open beta! The game will become available on October 1st, for a week until October 7, after which we'll wrap it up and work through user feedback in preparation for the launch at the end of the month.
As part of the Fest, Bilal and Ethan will be running a live dev stream on Saturday Oct 2 7-9pm PDT (Sunday Oct 3 1-3pm AEDT). Watch the devs play while they talk about the concepts behind this TD, reveal some tips and strategies, and answer any questions thrown about.
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OLDER BETTER FASTER STRONGER
Meanwhile we've been busy toiling away at improving the game. You'll have these new features to look forward to in the second beta:
- more visual variety with 3 maps that are played in cycle - new enemy types that are associated with reward choice penalties, adding further strategy, variety and challenge to the mix - new mechanics like stun, dodge and critical strike to wield in trying to defend your experiment - many balance and UX improvements to make for more engaging gameplay - new visual effects, especially associated with powerful Masterpieces that you may find
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WE NEED YOU
The first open beta helped highlight many opportunities for improvement, a lot of which we've implemented already (and some of which is still on the TODO list ><). With another round of that, the game will be that much closer to reaching its best and final form.
Let us know what you like, what you don't, what you hate and what you wish and we'll do our best to make it come true. Drop into the Community Hub at any time or get more closely involved over on the Doodad Games Discord: