It's been three weeks since we launched our store page, and we've been posting our updates on Reddit, Twitter, and Facebook. We received a lot of feedback, learned new insights on things we should improve throughout our game development, and appreciated all the support we've received. From joining our discord, wishlist to following our steam page. ːsteamhappyː
So what happened within the three weeks?
Cards
There are three types of cards. Features our first type, "Move" cards, for generating damage output. One of the main distinctive features in our game is the three diamond shapes, which represent a damage output. The first diamond represents your current damage output. The second diamond will only be unlocked when you level up your character to level 2, and the third diamond damage output will be unlocked when you reach level 3.
Reddit peeps questions
How to level up your character? - It costs 5 Action points to level up. So instead of using your action points on playing cards, you can choose to level up your mercenary.
Will the level up last forever? - Nope! Each time you encounter a new monster your level will reset to level 1.
How do you gain action points? - Relics or cards. Unlike any deck builder, you earn your action points from cards you draw or relics you own. You may earn 0-10 action points in one turn, wholly depending on how you build your deck and the relics you pick.
Btw, you get to keep all your action points, it won't disappear at the end of the turn in our game.
Monster Factions
At this moment, we've decided there will be around 3-4 types of monsters faction. Here are the first two factions we have.
Undead Factions
Creatures Factions
VFX
We improve our visual feedback when you play a card on the selected enemy. We hope you like it, give us some feedback!
What we learn and what we are preparing.
We look like "Slay the Spire" showing cards, and the level system won't be enough to convey how our game is different.
So... we will revamp our store page, provide you with new screenshots, and work on the trailer to show our game system and that we are different! That will be our goal!
But sadly our team is working on many features it will not be presentable until Jan-Feb. ːsteamfacepalmː So until then, we hope you will continue to support us and look forward to our update. Thank you for reading. We appreciate all your honest feedback and support, have a wonderful day. ːsteamthumbsupː
- Funmode music fades out again - Removed old useless code from 2018 related to sounds and music - Breakable Blocks should no longer crash the game in Custom Levels - Probably fixed featured star in custom levels
Hello everyone! Pushing another maintenance build, mostly with bugfixes and things to help with diagnose some more errors.
Compatible with previous builds.
New Features:
- Added engine watchdog mechanism, which will print out diagnostic information when Neos hardlocks (freezes) (based on reports from @AshtonSparx, @AdmiralSoap, @Alex Thorin, @Party_Grunt, bontebok, @orange, @Nordwig, @Cyro and others, GH #3265) -- This should significantly help us solving cases of hard freezes and lock-ups -- If your Neos freezes, leave it running for at least a minute before killing the process and then send us the logs
Tweaks:
- Updated dependencies to latest version (notably SignalR Client) - Added diagnostics for stream messages to the watchdog mechanism - The watchdog mechanism will now dump the currently processing sync message when Neos is frozen for longer than 30 seconds for diagnostic purposes - Stream messages that are older than a few seconds are now thrown away instead of processed, reducing the load on the system during hiccups - Add stricter validation for stream message versions -- This might potentially fix the random freezing reported by @AshtonSparx, @AdmiralSoap, @Alex Thorin, @Party_Grunt, bontebok, @orange, @Nordwig, @Cyro and others, GH #3265), at very least we should gather some more data - Add extra diagnostic information to World to the watchdog mechanism - Added extra diagnostic information for the watchdog mechanism to help diagnose cases of Neos freezing up (based on reports from @AshtonSparx, @AdmiralSoap, @Alex Thorin, @Party_Grunt, bontebok, @orange, @Nordwig, @Cyro and others, GH #3265) - Improved stacktrace capture mechanism for the watchdog mechanism - Implemented proper disposal of threading resources when closing a world to avoid holding on system resources for too long
- Merged Russian locale additions and fixes by @Shadow Panther [RU/EN, UTC+3] - Merged English locale fix by @Shadow Panther [RU/EN, UTC+3] - Merged Korean locale additions by @MirPASEC - Merged Japanese locale additions by @Aesc/あすく - Merged Czech locale additions by @rampa_3 (UTC +1, DST UTC +2)
Bugfixes:
- World name, description and tags are now snapshotted synchronously during the save process, preventing the world being closed or changed between saving and generating of record breaking the save process (based on report by @Medra, @Creator Jam, @Jeff0SP00K5 and @Rucio, @Shifty | Quality Control Lead, GH #3245) - Improved error handling when saving worlds, to prevent the save process from getting stuck indefinitely and potentially not logging any save errors (based on report by @Medra, @Creator Jam, @Jeff0SP00K5 and @Rucio, GH #3245) - Fix last async message encoding throwing exceptions on worlds are just being closed - Added extra diagnostic information to failed world saves - Added logging information for errors when resolving UDP Punchthrough and Relay URL's (based on report by @kazu0617 Neos:kazu, GH #3323) - Fixed world crashing when spawning ToolsFacetPreset in world (reported by @Lexevo, GH #3304) - Readded accidentally removed Debug button to the Tools Facet Preset (reported by @Lexevo, GH #3305)
The save menu has been upgraded with the following features: - Folder support - Use filenames up to 45 characters - Add descriptions to your schematics - Rename custom components without having them disappear in your architectures - Get a warning before deleting custom components that are also in architectures
Soon to come will be allowing nested components in the component factory.
Also a bug was fixed that might have caused your input or output component to get deleted. If you are stuck on a level with messed up IO components, do the following: 1. Go to the save menu and create a new schematic 2. Copy paste your work to the schematic 3. Delete the old one
Hello. The update took too long. We apologize again to those who have been waiting.
Many scenarios have been added and changed in this update. We recommend that you play the game again from the beginning.
Here are some important things to note in this update. - The Guro depot scenario is not included this time. We will add it as soon as possible. - All scenarios and trains are open. We decided that the unlock factor was not appropriate because the future scenario is going to have a lot of fluctuations. - Since the temporal background of the game is 2019, the Gyeongbu Line express scenario is set to depart from Yongsan. - As the map has been extended, the capacity has increased significantly, and the initial loading time has also increased slightly.
Update details - The map has been extended. (Yeongdeungpo~Geumcheon-gu Office Station, about 10km) - New scenarios have been added and most of the scenarios have been changed. - Two old-styled trains have been added. - KTX Sancheon (HTX 2) train has been added as a cross train. - Some train modeling has been improved. - The phenomenon that signal lights are not recognizable from a distance has been fixed.
Known issues - Occasionally, trains can be seen spawning on the Yongsan depot. - The car number displayed on the cab of the old-styled train is different. - There is a phenomenon that parts of the outside of the train appear bright at night.
In the future, we will develop in the direction of small and frequent updates. Thank you for waiting so long.