Hello. In case you're new here, I originally posted this game back on March 15, 2015. I remade it for a variety of reasons, some of which will become evidently apparent once the revamp is released and compared side-by-side to the original. When the game is finally public, I will disclose more. :)
The Eternal Legends Update (Patch 0.8.4) will arrive tomorrow, December 10th!
Forge your own legend, explore the mysterious chambers of Temporal Sanctum and face the elusive Chronomancer. The Eternal Legends Update introduces a new end-game system and gear progression while bringing changes and improvements to existing content as well:
The new update brings many more improvements to the game! Highlights include custom backgrounds, subfolders for resources and templates to keep your packages tidy, and several control tweaks. Here's the full changelog:
• The session options now include a background setting where you can select an image to use as background. In 3D maps it will replace the sky (if it is visible on the map). Use HDRI images to get a background without stretching. Your selected background is saved in the game state. • Object templates can now be organized in folders within packages. • Resource files (textures, models, sounds, fonts) can now be organized in subfolders. • You can now pick up containers and card stacks by double clicking in addition to clicking and holding • Tweaked throwing: when only moving the cursor slightly, throw velocity is reduced. When moving quickly it is unchanged. • Allow resizing and pinning the object library, card stack explorer, and container explorer windows • Allow resolution scales above 100% (in the video settings) to improve image quality for fast computers. • A new option in the video settings allows you to disable the rotation of object thumbnails (for example in the object library) • Objects removed from a container now have the same rotation as the container • Improved animation when dropping a card to the bottom of a stack to clearly show what happens • TTS Importer now supports importing saved objects (in addition to workshop files and saves) • TTS Importer now supports importing custom D6 by rearranging the image • You can now switch your team in the player options and player color buttons show the associated team. • When a new player joins, choose a free player slot that has a card holder instead of the first available player slot • Ask for password when joining password protected friend's game through Steam • Empty card holders can now be resized in-game. Maximum card sizes for the holder are adjusted accordingly. • On-screen error messages are now a bit smaller and more readable • Remove support to select DDS and 3DS file in the editor. The files can still be loaded so existing packages that use them won't break, but their use is discouraged because they may cause issues on future platforms.
Scripting • Introduce `dealToAllHolders` parameter for `Card.deal` to optionally deal to all card holders even when no players are present • Add `GameWorld.getTableHeight` to allow scripts to find the height of the table at different points • Add `GameObject.getSize` • Use generics in the TypeScript definitions for `TextWidgetBase` and its subtypes, so the `TextWidgetBase` are recognized to return the correct subtypes. This makes these methods more convenient for TypeScript users, it doesn't change anything in JavaScript.
Fixes • Fix window size of zone permissions • The size of the 3D cursor selection was slightly larger than the visual area • Don't select objects when touching their attached UI with 3D cursor drag selection • Fixed a crash that occurred when using empty Border widgets in multiplayer • Model files with filenames that contained non-english characters did not work • .obj files that were missing the newline at the end of the file were missing one triangle in-game • Global snap points (like in Domino) weren't always working properly with the 2D or screen cursor
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These new updates we've added are just some of the many features on our early access development roadmap for Tabletop Playground, which you can check out on our Trello HERE.
Don't forget to join our community Discord to chat with the dev team and give us your suggestions for new features for the game!
Age of Empires IV: Anniversary Edition - grantwall
Starting today, you can update Age of Empires IV with a new patch that includes a few high profile fixes. The patch will correspond with build v. 9369 (viewable in your settings tab in the upper right corner in-game).
NOTE: Upon updating to this patch, you will no longer be able to utilize replays from previous updates. At times, saves will also be impacted, though we’ve taken additional steps to ensure your campaign saves are not impacted by this particular update. Skirmish saves from the previous patch are impacted and will no longer be accessible after you update.
Read on for a detailed view of the changes you’ll be able to try out starting today!
Blast Off! is our final pre-launch update. We’re so close to the big day! We’ve been working hard on bug fixes, polishing and performance in order to get ready for…
…the official launch of Spaced Out! on Dec. 16th!
Oxygen Not Included: Spaced Out! will be available on Steam, WeGame and Epic Games Store.
We’ll keep right on fixing bugs and making updates up to and after the launch, but for now, you’ll find our ever-growing list of changes and fixes in the patch notes below.
Notable mentions include:
Fixed bug where Duplicants were getting stuck in mid-air.
Improvements to the UI, like updating the cluster selection screen to show all world traits in a cluster in the right column when the left column’s header is selected.
The Piloting Skill now affects Rocket speed.
Solar Panel Modules now partially block light while grounded.
Performance optimizations for farms, Sweepys, and the dig tool.
The awesome feedback and support from this community is what’s gotten us to this point - thank you, all!
We've been hard at work making Laserboy even more fun, competitive, and rewarding with a big update that adds some of our most requested features. Of course, this update is also COMPLETELY FREE.
Speedrunners and badge hunters rejoice as this update brings a whole bunch of new in-game challenges as well as options like turning off story dialogue and visual glitching – allowing you to focus on moving fast and unlocking those Achievements.
Update highlights
Speedrun Mode: Focus on the need for speed by turning off all dialogue. Just pure gameplay, baby!
Brand New Achievements: we’ve added more ways to challenge and reward players. Some are easy, some are hard but all of them are neat.
No FX Mode: A new accessibility feature that turns off shakes, jitters, and other glitch effects. The game is still weird though, don’t worry.
Windowed Mode: Added due to popular demand!
Bug fixes: improvements to make all this buttery mayhem feel more buttery.
Hey setbackers! The first public playtest is upon us and we hope you are as excited as we are! In this devlog we will show you some of the stuff we’ve been working on, as well as what you can expect from the playtest tomorrow.
Safe Zone
We’ve got a lot of ideas for potential fun modes, but the game mode you will be playing in this playtest is an experimental arena mode we’ve found to be quite fun, called Safe Zone. Safe Zone is an elimination based game mode where you try to stay inside a safe zone while keeping other players out. One zone will be active at any time and have a timer counting down. When reaching zero, all players outside the zone will be eliminated and a new zone is activated.
Havi’s Playground & Seoul Stadium
When you join the game you’ll find yourself in Havi’s Playground - a dev sandbox we use to test mechanics, that has proven itself a good arena for Safe Zone. The arena is in a grayboxing stage, and uses blockout tools for this purpose. It currently resides in the Seoul Stadium environment which is packed to the brim despite corona being a thing.
Weapons
Currently the following weapons will be available for you to play with in this playtest:
Scout Rifle (pictured above)
Auto Rifle
Shotgun
Rocket Launcher
Grenade Launcher
Out of these, the scout is the only one with a finished 3D model.
More weapons are in the works. In addition to just adding more weapons we also plan on implementing a secondary fire system. This system will give each weapon a set of selectable modes to choose from that will give them a bit more character and accommodate for a wider range of playstyles.
Items
Item play is integral to Setback’s fast-paced, yet strategic combat. Items are consumable pickups that you find around the map. Use them wisely to change the tide of the game in your favor. In the arena you will currently find the following items spawn:
Smoke Grenade: Because your enemy can’t hit what they can’t see
Super Jump: Leap high and reach valuable vantage points
Temporal Grenade: Trap your enemies in a bubble causing slow motion
Speed Potion: Overclock yourself and blast through the competition
This is just a small selection of all the planned items. We will continue expanding this list with new entries moving forward, allowing for more exciting plays.
Future Development
The holidays are upon us and we are about to take a break for christmas. We will continue posting devlogs here on Steam regularly, showing you the progress we make on the game. There will also be a lot more playtests coming, so stay tuned and see you at the arena! Thanks for reading!
If not, what is your day job? Tell us about it. I have been a full-time content creator (primarily streamer) for the past 8ish months. I also do a little personal training
Any hidden talents or hobbies?
I have skill issues but these are not hidden.
How and when did you start playing RotMG?
9 years and 249 days ago I was in the shower, slipped, hit my head, and woke up in Realm of the mad god
Favorite Class, Dungeon, and Item?
My favorite class is Kensei. Jk I like wand classes but hate wands. In other words I like wand class abilities. (please rework sorc scepters to make them cool and aimable) The favorite item would be scripture as it is one of the most class-changing abilities in my opinion the game could use more cool UT's that change the class's purpose. Favorite dungeon music-wise- Pirate cave. Aesthetically- Crystal Cavern tied with The Shatters. Gameplay- O3 🙂
What other games do you play?
I play RAID SHADOW LEGENDS JOIN NOW to help me make money 🙂 jk don't that game is poop.
What makes RotMG unique?
(read the answer to this and other questions at the official RotMG blog).
I'm Yann, creative director on the game and I'm really excited to finally share some news about the game's development.
First of all: sorry about the long stretch with no significant news from us. We were at a crossroads with this project and we made some strategic decisions that we are going to explain here. Let's go:
Where are we with Terra Pulse right now?
Terra Pulse is an ambitious game. We spent a full year developing it and we're confident in its potential, but we've reached a crossroads: we know we can make it - but we just don't have the budget for it. We're unable right now to support ourselves for the time the game needs. This leads to two options: either cut a lot of stuff from the game and make it much smaller so we can release it using our means, or try looking for additional funding so we can execute our vision.
That's why we're looking for publishing partners! They can provide a lot of services that we need and help us get to the finish line. Finding a publisher partner is a long, complex process, but we're dedicating a lot of effort to it and there's some really cool stuff happening under wraps. We'll bring news as soon as we're able to!
What all this means is that we're embracing Terra Pulse as a project with a longer development cycle. This way, we believe can fulfill our vision for it, instead of radically diminishing its scope just so we could release it faster. So for the near future, we decided to dedicate ourselves to two missions: one is finding a partner for Terra Pulse. The other is to release our second project, a smaller game, before Terra Pulse.
So you're developing a new game?
Yep, we announced it last month! It's called Sky Caravan.
It's a smaller, self-published title. This means that we'll be able to release it faster (March 2022!) without compromising quality, while also building a community around it. We're really excited about this! If you're excited about it too and want to support us, you can wishlist the game and share it with friends.
The important things is: we're working on both games. So don't worry about Terra Pulse getting thrown into the sideline.
If we aren't able to find a good publisher for Terra Pulse, we'll just keep working really hard to make Sky Caravan a success, so that we are able to publish both games ourselves.
In summary: Sky Caravan's release is right around the corner, so we'll be talking much more about it right now. Terra Pulse's updates will be more spaced out for now, but we hope to bring some hella good news someday in the future!
Any news cool stuff about Terra Pulse?
Yes, we have sneak peeks at some all-new biomes planned for the game!
We've already shown the Forest of Memories and the City's Heart biomes in some game footages, but these are additional and completely new areas, with pictures of the real places that inspire them for comparison. Check it out:
Important: All art, concept, levels and map are subject to change.
Shore of Lost Songs
The southern zone of Rio, home of iconic neighborhoods like Copacabana and Ipanema, is anything but paradisiac in Terra Pulse. It is the inspiration behind the Shore of Lost Songs, a wasteland of trash from the sea and mini-volcanoes.
Deadly Mangrove
Rio houses a real biome endemic to Brazil, the restinga (akin to a bayou), inspiring the Deadly Mangrove. It's a place in the game where the luxury condos and commercial centers of the western zone of the city have been engulfed by giant roots and venomous water.
Northern Hills
The city’s northern zone, which houses some of the biggest favelas of Latin America and landmarks like the stadium Maracanã, inspire the Northern Hills, one of the denser urban areas of the game.
Ancient Rainforest
The city is built around an enormous forest in real life, known as Floresta da Tijuca, which is the inspiration behind the Ancient Rainforest. It is home of the Pulse Tree, a mysterious gigantic tree that towers over the Redeemer statue.
Real City Map Vs. In-Game Biomes
Rio de Janeiro is an enormous city in real life, with over 160 neighborhoods and almost 7 million inhabitants. We've decided on a preliminary slice of the city's map, featuring parts of all the main zones of its territory, based on what could be portrayed according to the game's scope. This is subject to change as development unfolds and is still a work in progress. Check it out:
We'd love to answer any questions about the game's development in the comments, so feel free to ask away! We're absolutely committed to getting to the finish line with this game and we're very happy with all the love it's been given this far.
To continue to support us, you can wishlist our other game, Sky Caravan, and follow us in our social media channels!
Lastly, join our Discord if you haven't yet. We'll also post important news over there. https://discord.gg/hYGMtgPdGa
That's it. Thank you so much for caring about this game. We care about it deeply and we can't wait to see the day where we will be able to finally get this game in the hands of everyone. All we want is to be able to live as game developers telling unique stories with brazilian flavors: stories only we can tell.
See you around and stay tuned for future news. Grande abraço a todos!