After 2 1/2 years of beta on mobile, Space Merchant is ready for Steam! The game includes Cloud Save in app for transferring save files from one platform to another.
Let us know in the comments what features you'd like to see on the Steam version!
We would like to welcome you to the world of the groovy 60’s era in the United States of America, where a single mother and her son are thrown into both dangerous and funny situations, all of which will impact their relationship and future.
That’s for a brief presentation of what you can expect from Best Month Ever! To make it more legible, expressive, and meaningful we will seize the opportunity and show you some tidbits of the gameplay because STEAM NEXT FEST just kicked off!
That’s right! During this multi-day Steam gaming celebration, Best Month Ever found itself among the hottest upcoming titles. We cannot even imagine a better introduction of the game than giving you a lasting impression, by showing how the gameplay actually looks like!
So here you go! During these 7 days (which started today, and will last till October 7th), expect us broadcasting some nice pieces of the game. Drop by and experience the sentimental journey of Mitch and Louis by yourselves.
Fresh reports for you from the Trese Brothers HQ, deep beneath the New Boston Zone. As we continue to improve Cyber Knights: Flashpoint, working toward the alpha at a feverish pace, we’re dedicated to our monthly update schedule to keep the news flowing.
For this month’s update, we highlight 3 big areas we are working on -- but first we want to give the schedule update we know everyone is waiting on.
Alpha Launch Date!
As a team, we have decided to launch the alpha on January 4th, 2022.
A slight adjustment -- our last major schedule update did say the alpha would be ready by the end of 2021. We were pretty sure then it would end up in late Q4, and the more items we cross off the to-do list, the more accurate that looks: late Q4. Based on what’s remaining and our current estimates, it looks like we will end up checking the final checkboxes just before the end of the year. But, with October and November still ahead we are uncomfortable having so little margin of error in that estimate.
And as many of you know, the start of the alpha is the start of a non-stop process for Trese Brothers. With a thousand players potentially firing up the game there are sure to be early issues we can’t discover on our own. Every issue you find we will want to fix ASAP. Trying to do that over a holiday season doesn’t seem realistic. With the Steam Holiday sales and winter travel, it becomes impossible. We’ve settled on a date just past the new years line and hope you’ll agree this is the best thing for the alpha’s success.
We are so eager to share this game with you and hear what you think! Hope you’re just as excited to start 2022 with Cyber Knights: Flashpoint.
“The procedure will be painless, just don’t move."
Progress Highlights
One of the major tasks of September has been to complete and fully test the gameplay cut-scene director that allows the game to interrupt regular gameplay with a series of scripted events. This includes dialog, choices, camera controls, arrival of reinforcements, opening and closing doors, turning on and off security devices and more. This capability has already been worked into some of the early levels and is key in pushing the game missions’ interactivity with little dialog quips and mission intros as well as important map features like interactive switches, ambushes and more.
Quick demo to show the camera moving between a series of scripted events.
Continuing the Jobs and Talents work from last month, we put a special focus on differentiating jobs. We’re staying true to the design by avoiding and cutting out “Buff salad” while pushing for as many special mechanics, features and limitations as possible within each class. For example Vanguards, who rely on their Chameleon Sheathe cybernetic implant, are now restricted from wearing heavier armor which would interfere with its concealment powers. On the other hand, the Soldier has the only ability in the game to shorten or lengthen optimal range of their weapon, and the Cyber Knight’s ability to manipulate ally and enemy Initiative (manipulating turn order to their advantage) has been strengthened so you can pull off perfect ambushes.
In addition, we have been tightening up the security system’s tolerances and stealthy characters options to work around them. Talents that interfere with or disable security devices now cause the Minor Alarm Level to tick up, and have a lower duration than previous builds. At the same time, we added Talents to predict enemy patrol routes and disintegrate enemy bodies in a pinch. It's a fun formula, ratcheting up the tension while offering even more routes of play.
We’re ramping up for a big sound-effects mini-sprint in October so that your boot heels will clang on metal and clomp on concrete and everything in the game will whir and buzz and beep with the right ambience playing in the background. By far, Cyber Knights is going to set a new high-water-mark for our music and SFX, and we can’t wait for you to hear the entire game come alive.
Executive Producers #9
We’ve scheduled the 9th Executive Producers meeting for late October to share the latest progress with our EP team and to get that key early feedback. EP #8 showed off gameplay and talked about the unique design for CKF’s tactical combat engine. We won’t know the topic of #9 until about a week ahead of time, as we always like to pick something exciting / in the forge with the iron still red-hot to share. As the alpha gets closer by the day, we’ll keep meeting with the Executive Producers regularly, gathering feedback from this valuable “first line” of players.
Reward and Stretch Goal Progress
Per our promise, we always include the progress bar infographic. If you have any questions about rewards or stretch goals, check out the graphic or reach out to us. With this update, we have set the Alpha launch date in stone (chrome? PNG?) but otherwise there are no changes as we are hammering down to the final milestones before alpha.
For anyone still waiting on 3D face deliveries, apologies from Andrew. 55 of 76 faces have been delivered -- with few exceptions those remaining are waiting on some specific haircut, beard or specific cyberware or accessory to be fully completed before we can send them out. Thank you for your patience on these, they are coming.
Highharvestide is here with a new Champion and New Variants! To help you through those adventures Corazón, Regis, Asharra, Selise, and Drizzt are buffed all weekend!
Friends, since there have been many complaints about a large drop in performance, and the reason is not clear, please ask those who have this phenomenon to join the open beta testing of the client with all visual effects disabled. We need your help to identify the cause of the fps drop. On the beta version, the game progress is saved.
In order to join the testing, you need to go to the steam library, select the Fisher online game there -> properties -> betaversions -> join
- You can now heal without visiting the inventory menu, by holding the Quick Heal button (default Q). The quick heal function uses an algorithm to try and select the best med to use at that particular moment, whilst trying to minimise over healing. Every medical item now has it's own "use time". - Open World tile loading has been extensively optimised so that any loading stutters should now be unnoticeable for most people. - Reloading now has a progress bar indicator - Kick now stuns in PvP again =D - Some bugs relating to reloading, kick and dodge have been fixed NOTE: You will need to quit the game client and install the update on Steam before theses changes take effect. If the game fails to update, logging out of Steam and back in again usually does the trick