We are super excited about the nomination with Dorfromantik in the category Sit Back And Relax! A big thank you to all of you from our beautiful community who nominated us with your vote! We are very grateful and honored to be nominated as a small indie game next to such a big lineup.
Vote for Dorfromantik
Who can vote? All accounts that are non-limited can vote in the Steam Awards.
Do I get anything for voting? For each category that you vote in, you will get one random Steam Awards Trading Card. Also of course a big thank you from us and if we would actually really win, we will definitely think of something how we can return the favor to you accordingly in the next updates before release :)
Where can I vote? 👉 on our Steam Store Page (below the screenshot section)
đź’› We would be incredibly happy if you and your friends vote for us! We are aware that we are nominated together with big other titles and accordingly bigger communities, nevertheless we don't want to leave this unique chance untouched.
Thank you and we hope you enjoy our cozy new Winter Update which is released today :)
In this season of festivities, we’ve been working on integrating something really important for us : Kickstarter Backer Rewards !
Since the completion of our Kickstarter campaign, we’ve been regularly trying to get in touch with all of our Ambassador backers to integrate their Text, Image, Billboards, Town names and Vehicles in OUTBRK. If you backed an Ambassador reward or higher (you can check your pledge on kickstarter.com directly) and haven’t heard from us yet, please check your spam folder. If you still can’t find an email from us asking for your assets, contact us at contact@outbrkgame.com and we’ll sort this out.
That being said, here is a little preview of some kickstarter reward stickers integrated in OUTBRK :
One other massive recent news is that the entire OUTBRK world is now in “2nd pass” state, meaning that everywhere in the world has received at least some amount of details; cities are built, industrial complexes are constructed, farmlands are plowed… There are now plenty of things to look at, anywhere you might be in our 625km² world. To give an idea of how big this task was, it was started in February of 2021 and it was David’s main priority since then.
Our next focus is the car garage. Buying new cars and modifying them with different colors, decals and attachments will be a big part of OUTBRK, so at the moment we’re laying down the foundation of this entire system, how the player will navigate in the different menus, and how it will be synchronized on the network.
Following the major update on the full game, the demo has been update accordingly. We've also decided to remove the online feature from the demo version altogether.
The new update is not quite ready, so here is a little preview of all the new things that are new.
The main island got a full rework of all the assets. The assets were also designed in a way that will allow easier integration with some base building. But this feature is not planned for the 1.0 release and will come later.
The potions were reworked and provide now proper effects. Currently there are 6 potions that give different buffs.
The hero creation was also somewhat reworked. Options that did not really make sense, as you would never see them in the game, were removed. Ideally the icons would have a little preview icon instead of a number, but that is planned for later.
You can now also change the look of existing heroes.
As always, thank you dear players for your feedback! -We've added the ability to freely rotate and zoom in / out the camera with the mouse, making finding those mouseys and items even easier and immerse yourself in the beautfiul retro art! -We've fixed an issue with the title screen that could cause a indefinate loading loop -We've fixed an issue that would cause a profiling error message to appear with node.js -We've upgraded node.js for faster rendering -We've improved loading performance for maps
Hope your holidays are going well and your staying festive and safe. We have another large update today that redesigns the world map diplomacy, greatly improving the way AI uses world map diplomacy as well as includes a layer of polishing and balancing for most diplomatic features, especially for middle to late game, once player becomes King and diplomacy really comes in to play. This update also includes some fixes for battles, cinematics and other aspects of the game, as well as improve the flow of the siege battles that now will be a bit faster.
We will continue with another large update in January. Meanwhile wishing everyone the best New Year celebration ahead.
With that said, lets take a look at what this 27th update includes
Changes and Additions
Diplomacy menu now shows relations with each nation right on top of the nations portrait
Player no longer needs to select each kingdoms portrait in diplomacy window to check relations
Major rework of how AI handles world map diplomacy
Fixed various problems where players would quickly find him/herself at war with all the nations
AI will now often sign a cease fire treaty with the payer to end long standing war conflicts
AI will also now often declare peace with each other
Waging a defensive war against another country will quickly raise relations
Waging offensive war against another nation will worsen the relations
Various other improvements and balancing to the world map diplomacy system
Fixed issue with becoming King being extremely difficult in some Kingdoms, due to other lords having unresonable renown value
Signing alliance treaties effects player standing with other nation and his lords a lot less negatively
Razing towns will impact relations with all other nations less negative, but still has an effect
Greatly reduced penalty in diplomacy when becoming King
Rebalanced the cost of running a Kingdom when King, hiring lords e.t.c all adjusted
Fixed lag spike at the start of town view or battle intro cinematics
Town defense and attack gameplay is now faster with AI or player being able to siege gates faster
Infantry is better at taking down palisade wall gates now
Siege Workshop level up is much cheaper now
Improved combat victory and intro cinematics
Fixed issue during town view intro cinematics where citizens would stand still
With this update, we wanted to address your feedbacks about the hunter being too powerful. So we made many changes, which we hope will balance things out and make props great again!
Hunter: reworked shoot visual effect and animation
Increased range of Hunter shot
Increased shooting cooldown
Increased time needed to capture
Reduced time to break the link
Increased time before goal opens
Balanced timings on many maps to make the hiding phase a bit more dynamic
+10 pts + 2 pts per hunter for props hiding until the end of the round
Taunt is really more noticeable (increase range and volume)