Warlocks everywhere, rejoice! Elewder is launching this evening on Steam’s Early Access! We have been developing this particular title for almost a year and she is finally ready to be put in the hands of an amazing community.
The beta build launching in a few hours has all the base mechanics every Warlock needs to fight back against his mistress, players will venture across 15 different levels, combat 5 uniquely talented bosses, collect items and spells to grow in power, amass wealth and essence, and most importantly, show the Succubus army why Warlocks are not to be messed with!
The Early Access period is looking to be roughly 7-9 months long, we are very much seeking user feedback on the systems, the balance, and performance. Kinky Fridays wants to hear your ideas on improvements to bring, new mechanics to build, new content to add. Be sure to check out our Roadmap below for our intended additions, and be sure to get in touch!
Warlocks everywhere, rejoice! Elewder is launching this evening on Steam’s Early Access! We have been developing this particular title for almost a year and she is finally ready to be put in the hands of an amazing community.
The beta build launching in a few hours has all the base mechanics every Warlock needs to fight back against his mistress, players will venture across 15 different levels, combat 5 uniquely talented bosses, collect items and spells to grow in power, amass wealth and essence, and most importantly, show the Succubus army why Warlocks are not to be messed with!
The Early Access period is looking to be roughly 7-9 months long, we are very much seeking user feedback on the systems, the balance, and performance. Kinky Fridays wants to hear your ideas on improvements to bring, new mechanics to build, new content to add. Be sure to check out our Roadmap below for our intended additions, and be sure to get in touch!
this is a small update, that fixes some issues with mods as well as balane:
- Fixed customBlockConfig being ignored when mods are enabled - Fixed weapons dealing 1/3rd of their intended damage - Added notification dialog when joining a server that has mods enabled
We have gotten some new contributors on the repository of the code. Since it's not a small project, it will take a little until things take off. If you would like to contribute, please send me a quick DM on discord https://discord.gg/6r9KGmJWbn
We're also getting the bug tracker back up, and will likely make a fresh start to clean up and to not overwhelm newcomers.
Thanks for playing the game, - schema & the Schine Team, the mod-launcher team, and contributers.
Hey all! The biggest Lazy Galaxy 2 update yet (1.3) is finally out! Free up the next couple of decades on your calendars, there’s a whole lot of new content.
To those too lazy (galaxy 2) to read the changelog, here’s a quick rundown of the biggest changes in the update: we now have the cataclysm system (new game+), chunk types (we’ve wanted this for a long time, your base will now be colourful and lively), a rework of how lunchboxes/kitchens work, new achievements, a total of 40 new upgrades, one new food item, dozens of new achievement icons, upgrade UI improvements, two new lore logs (with four more coming in a patch soon), three new Strange Asteroids, Strange Asteroid rebalancing, and so much more. It’s a pretty hefty update – see the changelog for a full list of all changes.
With 1.3 out of the way, we’re taking a massive leap towards the full release of Lazy Galaxy 2. We’ll monitor your feedback of the new systems and adjustments, and a small patch or a few will roll out in the coming days, but work has already started on our next major update, which should hopefully push the game out of Early Access. Ahead of us lies automatic battles, combat rebalancing, yet more content, an intro cutscene, and modding support.
- The cataclysm system: Now, once you have conquered the whole galaxy, you can choose to give up your progress for various powerful blessings and curses, but beware, for this makes enemies stronger as well. This is essentially a new game+ system, you can consider yourself having completed the game upon conquering the entire galaxy - The chunk type system: Now you can unlock different types of chunks on the Ouroboros, each with a unique effect that changes your production (this shows up in the tooltips of affected buildings similarly to synergies) - Reworked the lunchbox/Kitchen system. Now your chance of getting lunchboxes decreases with each time you get a lunchbox from a node, and Kitchens, rather than producing more lunchboxes, increase that chance of getting lunchboxes from combat. This should generally mean a bit less of an emphasis on food in player progression - 10 new achievements - 30 new achievements on Steam - Existing achievements for total metal, exp, fuel, candy production now have 2 extra levels, the energy production and building demolishing achievements have 1 extra level each - 1 new upgrade in tier 4 - 8 new upgrades in tier 6 - 16 new upgrades in tier 7 - 7 new upgrades in tier 8 - Guild and league exclusive upgrades in tier 7 (for a total of 6 new upgrades) - 2 new ascension upgrades - So basically a lot of new upgrades - 3 new Strange Asteroids - New gourmet recipe: Infernal S’mores - An easter egg, for those who want to commit the worst war crimes imaginable
Graphics:
- A whole bunch of new sprites for the new content: chunk types, upgrade icons, Cataclysm UI and more. Especially with the new chunk types, the game should feel quite a bit more colourful - Tens and tens of achievements that shared the same icons now have unique icons - Tortoise’s shield explosion now has a unique sprite
UI, QoL and polishing:
- (Until there is modding support) there is no longer a separate panel in the main menu for campaign selection - Zooming has been improved (there are now more zoom levels in the base) - Ctrl now buys 5 building levels, shift+ctrl buys 100. This also means that you can’t “buy max”, but that shouldn’t affect much, other than those few cases where you have to buy thousands of levels for Fusion Reactor - Administrative Chamber tooltip description now shows you its final effect on your production - Non-essential building notifications now disappear on hover - Some improvements to upgrade UI: the general look is changed, and tiers with no upgrades left disappear automatically - Guild and league choices now show up in the unlocked upgrades tab in their respective tiers - Changed colours of how synergies get displayed, to have more contrast between synergies you are or are not currently using - Hovering over food in your inventory now shows its recipe in the tooltip - Added an option to display all recipes in the same page, with a scroll bar. that is not how books work - Reordered ingredients in the Sacred Ice Cream Sandwich recipe. This is purely cosmetic but changes so, so much. We’re talking about making a spin-off, or a sequel, just for this feature. Lazy Galaxy 3: It’s Just The Sacred Ice Cream Sandwich - The “reconfiguring scanners” effect now updates dynamically - Shift+clicking a ship in the ship purchase menu now lets you fill all the available fleet slots with that ship, shift+clicking the ship remove button now removes all ships of that type - “Launchpad being prepared” tooltip now disappears when reaching 0 seconds - An enemy power bar in the galaxy map now indicates that your enemies are getting stronger
Writing:
- Two (and four more coming soon) new lore logs, each of which contains at least several words! - Every map node has a small description - Small congratulatory message upon conquering the whole galaxy - “Chunk quirks” flavor text and description have changed now that there are multiple chunk types - Slight adjustments to a few ascension upgrade flavour texts/names
Rebalancing:
- Another round of Strange Asteroid rebalancing: buffed Organic, Saccharine asteroids (but Saccharine no longer affects battle rewards, see “fixes”), nerfed Metallic, Sparking, Researcher’s asteroids - Hydrogen Generators have been very significantly buffed - Most food has been nerfed - “Energy side hustle” now has a cap - Keyboard mining related upgrades are now significantly more expensive - Prevented battle rewards from reaching obscenely high numbers in the mid-game - Late game combat now made slightly easier (enemy levels scale a bit slower), so that players don’t get stuck at a massive wall right before conquering the whole galaxy - Porcupines have been significantly nerfed (possibly too significantly – expect more comprehensive combat rebalancing in the future) - Changed how boss battles spawn (now more bosses spawn once you beat many nodes) - Space wilderness now has an increasing amount of enemies the further you are in the game
Fixes:
- Fixed main menu “Continue” button not appearing in the first session - Fix some buildings not upgrading to high levels due to infinite metal costs (now it takes waaaaaaaay longer to break the game this way) - Clicking buildings near the edge no longer causes the building inspector to appear in wrong locations - Fix the candy tooltip showing infinite candy when reaching high levels (I bet you wish, but no, we’re still gonna give you finite amounts of candy) - Some significant performance improvements - Architect upgrades (all production boosts when all synergies are active) no longer affect energy production - Fixed the cookbook sometimes incorrectly showing all ingredients of recipes being available - Fixed the Halcyon Dessert description incorrectly showing a bonus to candy gain - Fixed some rounding errors - Grouped together different all ship bonuses - Resetting an effect (by destroying a Strange Asteroid while under the effect of the same type of Strange Asteroid) no longer displays incorrect numbers in the buff - Researcher’s Asteroid no longer affects energy production - Asteroids Destroyed stat no longer displays incorrect numbers - Fixed scrollbars in the fleet menu - Fixed ships in fleet menu showing incorrect hp amounts - Improved Porcupine performance, fixed Porcupines activating their ability more than once - Ships that are in combat are no longer saved to your save file (fixing a small exploit) - Fixed exploit where Saccharine asteroid could be used for massive battle rewards gain (now battle rewards are calculated a bit differently)
On Halloween, meteors and asteroids crashing down on your colony from orbit will be the least of your worries! With tremendous force and destructive power, unknown flying objects from space descend on your global cities, but they also contain precious resources worth exploiting...
Equip your towers with defensive lasers or energy shields to protect your colonists from disaster and defend your facilities and homes. But watch carefully if they hit something important, or if you can bring them down to exploit them.
So it's the same game as usually with asteroids. When you open a space rift to hurl some at your facilities of competing space corporations, you often also give them valuable gifts in the form of the minerals and metals they contain.
We have some hotfixes that address the biggest reported issues and suggestions from the community and testing. It includes some major reloading and controller movement setup issues.
Another smaller hotfix (0.1.2d) coming next week.
We hope you enjoy! :D
- Jesse
HOTFIX 0.1.2c
(ADDED 27-03-21)
Fixed White ring around some headset borders
Major Reloading issues fixes
Fixed Fog on spectator Cam
Fixed Extra Drifting issues with Controller Movement Setup
Fixed misalignment Vivewands and Index controllers
Fixed Performance issues while on stairs and airvents
Fixed Guard saying "who is that" after death
Fixed some tutorial issues
Fixed Door spawning in the Vault door
Assualt team now Despawns after alert
HOTFIX 0.1.2b
(ADDED 21/10/2021)
Fixed Issues with reloading on the Index Controller
Fixed Drifting issues with Controller Movement Setup
Added Grappling hook icons
Magazine in the weapon will now highlight
Added extra Description in the tutorial
LaserFence zap will alert Guards
Fixed Wooden crate is very difficult to open
Fixed Items falls through the floor
Fixed Traces left count wrong in the End screen
Fixed Error when guard find a body or cam in the tutorial
Fixed issue that Non-lethal takedowns count towards total kills
Collision issues on certain floors
Bumpy staircase in Lab
Whiteboard markers drop on the ground when placed in a slot
Consider Leaving a Review
Being a small indie dev, the visibility of a game is one of the hardest things to achieve. So if you like what you see so far, or if you want to see some things change: it would be really amazing to us if you consider leaving a review on steam. Be honest and true to what you think of the game of course. Thanks in advance! <3
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While the team continue to battle the pesky problems in the game itself, animators Alex and Jennie have been bringing to life pests to plague your paths in the more southerly regions of Braided Shore. Though they aren't quite ready to make their debut in the world, the Omin you see here are brimming with mischief and raucous energy.
These little miscreants are quick to pick up things left unattended, simply taking what they want. their anti-social tendencies extend also to one another, and they seem to enjoy agitating their fellow Omin whenever possible. Theirs is a childlike kind of malignancy and they do little in the way of damage to your character, but you'd be well advised to be on your guard and keep your treasured items close!
What beasties have you had to beat, battle or evade on your travels so far? It would be great to know how you've experienced the Kettem, Maisu, Sefra and Omin of the land so far - if you are to shed some light on your experience of Braided Shore's more supernatural side drop us a line or two in the comments section!
When you play Book of Travels there is no linear questline, instead every player will have their own journey and stories to tell. Find out more about how our game design works to make your journey unlike any other...
Revealing the Early Access World
Later this year Book of Travels will be available for Early Access on Steam. In Chapter Zero parts of the Braided Shore will be open, and among the places to visit is the gem of the region – the city of Kasa. Read more here.
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Join our super friendly Discord to exchange ideas on all things Book of Travels as well as art, games and books.Join here.
Orbital Bullet – The 360° Rogue-lite - Assemble_Xer0
Fraggers! As teased in our last week's released Devlog, the For Eternity Update has arrived and is now available for Orbital Bullet! So without wasting more valueable time, in which you want to frag and tear your (new) enemies apart, with all the awesome and nasty new tools we have introduced with this new update!
Let's first start off with the new Orbital Bullet For Eternity Update Trailer!
Overview
New Game Mode: Eternity Tower
New Upgrades
New Enemies & Elites
Reworked Classes & new Skins
Reworked Diffculty System
Bugfixes
New & Changes
New Game Mode: The Eternity Tower
Stage Mode: You must complete 50 difficult stages in a row. Receive rewards for reaching certain thresholds that give you class skill points, weapon fragments and blueprints.
Endless Mode: Climb the endless shifting Eternity Tower as high as you can with an increasing difficulty.
* Callaway Golf Balls - New high-performance golf balls now available! * TravisMathew Apparel - Elevate your wardrobe with new apparel * European eTour Bundles - New Global Finals bundles, featuring an exclusive shirt * Gobble Gobble Showdown - A tasty new Showdown is starting soon * Turkey Shirt - Gear up for Thanksgiving with a Turkey Shirt * Thunderbolt Pants - Caution! These pants are electrifying * Chat Filter - We've made important chat filter improvements!
● In the Program Menu, in Gamepad Config, added option to view all detected gamepad devices, up to 8 devices. Button presses such as directionals may be pressed to help identify gamepads● Added functionality to allow up to 8 gamepad devices to control either player 1 or 2, instead of only the first two recognized gamepad devices. Devices 0, 2, 4, 6 may control player 1. Devices 1, 3, 5, 7 may control player 2