In this improvement patch, gamepad support, an "Archive" section, 2 new perks and 11 new trophy items are introduced to Draft of Darkness!
Gamepad (and Steam Deck?) Support
I'm happy to announce that Draft of Darkness now supports gamepad controllers! Although I've spent a lot more development time than initially calculated, I have to point out that is not yet a finished feature. That's why I'm labeling the gamepad support as "experimental", meaning it's another part of the game that will be tweaked and improved with future patches. That said, our tests showed that it's completely usable and already in a good shape. Here's the default key bindings shown on a controller:
This also means that you should be able to play Draft of Darkness with the Steam Deck! Unfortunately, we weren't able to test the game on a Steam Deck console, since we don't have access to it yet. Hopefully we'll get our hands on one soon! (Come on Mr. Valve, send me one please!)
The game should detect the input method you're using automatically. You can peek at the newly added bar at the bottom of the screen to remember relevant key bindings. This piece of UI can be toggled off in the options menu, if it bothers you.
The Archive
The new "Archive" section now resides in the Library and allows you to list all cards, items and enemies in the game. Once you use/encounter these, the corresponding archive entry will unlock, allowing you to see the details of the entry. You can also filter & sort entries using various options.
Card and item details will show additional info and statistics such as "times collected/used", while enemy details will list their moves. The listed moves give hints at what an enemy can do, allowing you to prepare beforehand or apply your strategies accordingly during combat. To access the detail screen at any time, simply click on the item/card/enemy with your middle mouse button (or other bindings depending on your input method). One of the ideas for a future update is: for cards, a breakdown can be shown for each value on the card, giving you a better idea for how the damage values are calculated.
Weapon Skills & Content
A "Weapon Skill" system is added to the game, mainly as a way to allow switching initial Chainsaw weapon states. Before this addition, a chainsaw equipped character always started with "Engine: On" condition, causing an unavoidable 1 fuel loss at the start of the encounter. As a solution, you can now toggle between "Engine: On" and "Engine: Off" in the exploration phase, by clicking the new "Chainsaw Skill" slot near the party UI. I'm planning to expand this weapon skill system to other weapons, giving each weapon an extra effect during exploration or encounters. For example, flashlights can give "Vision" during exploration (like Matches), while spray guns can create smoke clouds for a similar effect like the "Smoke Grenade" item (but costing Chemicals). In essence, weapon skills are special "items" kept in a separate slot instead of inventory. Let me know what you think!
Content-wise, 2 perks are added to the chemist companion, further enhancing their own damage output, as well as giving them a way to boost allies' damage. 12 new trophy items also wait for you to discover their combo and synergy potential! See the full changelog below for details.
As a small compensation for the delays on this patch, Draft of Darkness will be discounted by 10% during the Weeklong Deals between Dec 6 and Dec 13!
Winter Patch (v0.7.0)
The planned date for the Winter Patch is December 22nd. The update will focus on content, adding a brand new area with newly introduced enemies and events! This new area also will be a starting point for the second part of the story. In addition, I'm planning to complete the power/defense rework in this patch, making these mechanics more clear. See you on the next patch!
Full Patch Notes for v0.6.1
Improvement
- (Experimental) Gamepad support has been added. - A new "Archive" section is added to the Library. Lists cards, items and enemies (including their moves). - Detail screen is added, showing detailed info about items, cards and enemies. Clicking [MMB] while hovering over any of them should open the screen. Detail screen also lists enemy moves along with their types. - Item suggestions are credited with their Discord IDs in the item detail screen (some of the items may be missing this information). - Added support for Weapon Skills. For now, only chainsaws have a weapon skill, which is used to switch between initial Engine: On or Engine: Off states. - Chainsaw equipment now won't start with an "Initial Engine: On" attribute. Instead, they will have a third attribute. - Control tips are added at the bottom of the screen, showing key bindings depending on input method and current screen. This can be toggled off in the options menu. - Status decays will now take into account revealed tiles instead of walking on unvisited tiles. When the player moves during exploration, each tile revealed in the map will count down status decays. All status decay intervals are adjusted to balance new faster decay rates. - The Daemon won't move, if the player is in the pause menu (ESC menu). - Added type icons showing buffs, debuffs, abilities and disabilities in the condition tooltips. This will be improved and more icons will be added signifying other types.
Content
- (New Perk / Chemist) Dissolver: Deal 5% increased Acid Damage for each debuff or disability on the target. - (New Perk / Chemist) Scorching: When you deal Acid Damage, increase Burn Power of all allies by 4 until the start of your next turn. - (New Item) Elbow Grease: Increase Strength, Intelligence and Dexterity of the possessor by 3. - (New Item) Scold's Bridle: Lose 8 health, gain 3 of a resource most required by the cards in your hand, until the end of turn. Can be used once per turn. - (New Item) A+ School Report: Gain +5 to all stats during decision events. | Encounter: Once per encounter, give the acting character Stingy. (Credits: @Strikeing#1158) - (New Item) Wind-Up Toy: Whenever you are hit with direct damage, gain Kickstart 1. - (New Item) Wooden Horse: The possessor gains 3 block at the end of their turn. (Credits: @Yobee#0866) - (New Item) Pumice Stone: Whenever the possessor receives self damage or condition damage, they gain block equal to half the damage. (Credits: @Anything Goes#5236) - (New Item) Contact Lenses: At the start of posessor's turn, apply Revealed 1 to enemies who have Stealth. (Credits: @Anything Goes#5236) - (New Item) Anti-Coagulant Mixture: Dealing damage has a 20% chance to apply Bleeding 1. (Credits: @KanadeBacon#0746) - (New Item) Nozzle Extension: Whenever an ally deals Acid Damage, apply Corrosion 1. - (New Item) Voltage Detector: Reveal the locations of terminals on the map. - (New Item) Movement Detector: Reveal the locations of all regular enemy locations on the map. - (New Item) Super Glue: Increase the effect of Slowness by 10% on enemies.
Balance
- Drop system now takes into account items. As a result, Pavel will get batteries as a prioritized resource. - Spray gun cards now have an Acid Damage dealing weak alternatives, instead of Physical Damage. - (Enemy) Demikhov's Dog: "Delirium" won't give self Dodge. - (Enemy) Rat King: "Bite" Base Damage 5->4.
Bugfixes
- Fixed "Juggle" perk sometimes not applying at the start of encounters. - Fixed damage over time effects dealing extra damage on trigger, if previously applied with a direct damage dealing card. - Fixed a bug where it's possible to flee during a companion turn using keyboard input.
We are excited to roll out Update 2.2 for DEVOUR. It brings you new playable character Anna Puerta, as well as an incredible new cosmetic, flashlight skins, a new perk, farmhouse mechanic changes and more. Please scroll down to see the full changelog as well as details on the next map.
New Character: Anna Puerta
Anna Puerta has long been a fan favourite in DEVOUR lore, with her origins in DEVOUR's sequel game The Watchers. To clear up any confusion, Anna is a new, playable team member. You cannot play as possessed Anna (the demon) from the Farmhouse map. To play as Anna, you must complete Hard mode on any map.
We're also incredibly proud of the stunning new cosmetic, Mistress of Sin, that we're making available for Anna Puerta in this update.
New: Custom Flashlight Skins
Introducing Flashlight skins, because who says you can't look good while burning hordes of demonic minions? Some flashlight skins can be unlocked with in-game Ritual Tokens, and some are paid for.
New Perk: Supercharged
New perk 'Supercharged', increases movement speed by 30% for 20 seconds after using a battery.
Farmhouse Changes
We've made 2 changes to The Farmhouse.
The altar pit now requires a long interact to pour gasoline
Anna will now stand still to scream on a goat burn (unless she is actively chasing someone)
Please let me explain some of the reasons for why we are making these changes:
Anna had a bug. She wouldn't stand still to scream like the other AI and this lead to situations where the audio logic would break. By fixing this, it made The Farmhouse easier and so the long interact acts as a natural counterbalance to this.
To balance the difficulty between maps. The Farmhouse is considerably easier than other maps (when using certain strategies) and so it ended up being the map that a large majority of players picked when grinding. We want all of our players to feel like they can play on any map.
To give certain perks more value outside of just The Inn.
To build more tension. The long interact mechanics were designed when creating The Inn and based on the positive feedback from our playerbase, we wanted to bring those mechanics into other maps. These small changes can have a very large impact on the fear factor that players, especially new ones, will experience in DEVOUR.
Changelog
Full gamepad support for all menus (Note: Bindings will be reset to default in this update - apologies for any inconvenience caused!)
New perk: Supercharged
New playable character: Anna Puerta
New outfit for Anna: Mistress of Sin
New flashlight skins (some unlockable via Ritual Token, some paid-for)
Three story notes have been added to The Inn map
A new voice line has been added to the ending of The Inn map
Inmates no longer look at knocked out players
Players will be knocked out if they jump on the altar fire on the The Farmhouse
Tweaked the UI above player names in the Lobby to include a mute button
Removed TAA option from video settings
Updated some localizations that were out of date
Next map
We are also excited to announce that we are hard at work on DEVOUR's next map, which is due for release in 2022 and will feature Sam as the possessed antagonist. We also have plans to release more outfits, skins and perks in future. Keep an eye out for further details!
Christmas Update
We'll release a small update to celebrate Christmas hopefully around next week.
As always, we are incredibly grateful for all your support. We love bringing you new content and we're committed to doing so for the foreseeable future.
During the last few years we have been busy working with our new game Surviving the Aftermath together with Paradox Interactive. Today we are happy to announce that the game is finally released!
Surviving the Aftermath is a survival colony builder set in a post-apocalyptic world that combines colony building and world exploration in a new and original way. Build a colony, manage production chains and take care of the needs and welfare of your colonists. Explore the world around the colony, meet other societies and learn to become a thriving beacon of hope for every survivor who is willing to work for the common good.
But beware as the world is a dangerous place. Catastrophes sweep across the land and bandits are waiting to reap the rewards if they see a chance.
Ps. You can do fishing in multiple ways in this game as well ;)
In-game manual has been completed. We already planned to add more items especially explaining in details the affixes of Fertilizers. As requested by playtesters, we added the possibility to change resolution and windowed mode. Playtest will be ending on the 15/12/2021.
On friday the 10th of December, the first playtest will go live. To participate please join the playtest on Steam and join our Discord server for practical information.
In this playtest you will be playing the experimental game mode “Safe Zone”, on an in-house test stage. Safe Zone is an elimination style mode where you’ll need to move between zones, while keeping others at bay, in order to win.
After a long lull, we want to share with you the current state of Afterlife VR
First of all we would like to answer one of the most popular questions: "Is the project abandoned?" Absolutely not! We've been working on Afterlife VR since the very first day of its creation on Steam. And it hasn't stopped for a minute.
During this time a lot has happened and here are some of the events, which took place in the next few months. But first things first. - We have significantly improved the mechanics of the game. We even had to deviate a bit from the original scenario, which was planned. But be sure, you will like it ;)
- We added a lot of cosmetic changes to the interior of the mental hospital "Black Rose" that will allow you to feel more immersion in the events and tell more about the place you find yourself in.
Before:
After
- We visited the Poznan Game Arena (PGA) at the end of October and received a lot of feedback which was safely fixed.
- We have completed a level that will surprise you. The action will take place in the right wing of the clinic "Black Rose". This level will be remembered by dangerous patients with unique thinking and actions (no spoilers)
What kind of work is going on right now? 1. We are almost finished with the underground level. It has many mysteries in the game, which you should examine in detail and draw conclusions about what is happening. 2. We are working hard to create the first animated scene at the beginning of the game that will give you an understanding of how and why young policeman Adam Bernhard ended up on the grounds of the Black Rose Psychiatric Hospital. It will give you an understanding of how you should act in this game and who to be wary of. And something else... 3. At the same time we started active work on the voiceover of the characters in the game Afterlife VR
Today we broke our silence and promise it won't happen again ;)
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We have been working on this update for a long time, and now the time has come to publish it! Many of you have been following the development all this time - visiting our broadcasts, participating in discussions, sharing ideas. We want to thank you for your activity, and also remind you that our official website http://spacerift.ru has received an update in the form of a cool forum! Now you can participate in the development of the game there too :)
List of changes and innovations
Content
- New weapon for light fighters: Pulse supercharger M1 - New shield for combat corvettes - New 24 MW generator - New 48 MW generator
Social
- Personal rating of the player from corporations. Now your actions affect the attitude of corporations towards you. A low reputation will provide you with problems in the form of an attempted total annihilation by the patrols. Good reputation will reward you with corporate bonuses - Player respawning now takes place at the nearest station in a sector where you are not a criminal - If you are a criminal, you can fix your reputation by paying a fine - Fixed a bug with the complete disappearance of the leader in the corporation, when the head leaves the corporation
Economic
- The secondary market has been improved - now the goods, of which there are a lot in the market warehouse, are cheaper - Improved synchronization of prices in the market when trading
Player's property
- The ships have a limitation on the power of the installed generator - Added logs of all transactions at player stations - Added animation for grabbing a container - Added the ability to pick up several containers at the same time - Container display range is now equal to your radar range - Work on fixing the problem with resetting game data (credits, experience) - Fixed a bug with the installation of unsuitable modules on modular ships
NPC
- Added new effects for NPC ships
Quests
- Fixed the contract window when passing the tutorial - Fixed a problem with escaping pirates in the contracts "Find and Destroy" - Fixed hanging subtitles
Optimization
- Added LOD meshes for some ship models - Added a mechanism to optimize VFX and SFX with a large number of ships inсекторе
Physics
- Balanced the number of containers when mining ore - Added option to disable camera vibration in settings - Fixed problem with damage from planets
UI
- Added an alternative sight with overheating sensors (can be disabled in the settings) - Added fast movement of items to the warehouse and back while holding down the CTRL key - Improved notifications about receipts of credits, experience, etc.
World
- Mined ore now lives less - In the first two minutes, only the player who knocked it out can pick up the item - Fixed sound of shots (when the sound comes from only one speaker) - Fixed blueprint for industrial lasers M2 - Fixed a bug with displaying the generator when changing the module - Improved post-processing, lighting - Improved effects from shunting engines - Improved effects of explosions, debris from ships, etc.
HO-HO-HO, Santa's coming to town and brings you a present from the No More Neon team! We've put together a Christmas-themed level for you to make your holiday better! The level is the last one in the level list but it's already unlocked for everyone so gather your friends or race against the AI and have a great time!