After several weeks and a bit of a delay, the 1.1 update is coming to Steam in a few days.
Here are the new features it brings:
Space navigation
The rest of the main mission is unlocked, so you can add the reactors on your spaceship as well as the astral scanner and trigger the interstellar jump sequence from the navigation menu of the Command Center.
The navigation menu also allows you to navigate between planets of the same system, launch a probe on a planet and then flag this planet as a target for resource extraction.
The star systems to be discovered are procedurally generated. Each time you start a new game, a new galaxy containing thousands of stars is generated.
All stars can be visited (if they are within warp drive range) and all planets of these stars can be explored from space.
Resource extraction
Thanks to the Astral Scanner, you can obtain information on the type of astra and the available resources of a planet.
If a planet has extractable resources (water, oxygen, materials), then you can flag that planet as a resource extraction target for resource extraction ships.
To be able to carry out the extraction missions, you will have to start the construction of Docking Bays for the resource extraction ships.
These spaceships are piloted by residents who will have the Resource Extractor profession.
Player Suggestions
Also, thanks to your feedback, several ideas and improvements have been implemented in the game:
Building UI/UX improvement
New visual aids have been added to improve understanding and user experience during construction. Here is the list:
- Add visual information to indicate when it is possible to rotate equipment - Add an imaginary vertical line when placing ceiling lights to better position them
The information window for equipment
This window was already provided in the development but, following your suggestions, it is presented differently. For equipment that produces and/or consumes resources (power generators, kitchens, etc.), an information window is therefore available by clicking on one of these devices.
This window allows the following functions:
- Enable/Disable the equipment - View production/consumption information - Get help on its operation and the necessary job
Tutorial enrichment (Postponned)
Regarding the enrichment of the tutorial, it will be implemented when the majority of the features related to the build mode will be fully developed.
Thank you for your contributions.
We are counting on you Space Commanders. Good luck !
It is due time for our new devblog. We’re going to talk about what you can expect from the next update (and when you can expect it) as well as give details about how we perceive the ‘roguelite’ elements of the game and how we can improve them.
And these subjects are pretty much tied up together since we want our next update to offer more ‘rogueliteness’, what we mean by that is more replayability, more differences between two runs and hopefully a more compelling gaming experience.
Before diving into the fray, we just wanted to point out that what we’re discussing here is just a part of what we’re currently working on. Roboquest is now available on multiple platforms, the community is getting bigger and the addition of cross-platform and public matchmaking is a huge process. That means that a small studio like ours is all hands on deck at getting everything ready and as polished as we’d like and we’re working on a wide array of things at once. Don’t worry though, we got our priorities sorted and the core experience remains our top priority.
With that being said, let’s move on to the interesting stuff, the next update, its content and the roguelite part of the game.
Where we stand right now in terms of Roguelite
Right now, we feel like Roboquest is much more of a fast FPS than it is a Roguelite. It features perma-death and persistent upgrades, but does not feature many ‘mutators’. Mutators are game systems providing random elements which modify the current run so that each run feels different from the previous one (to various degrees).
Of course, the ‘random’ part of them and the amplitude of modification they bring should be controlled in order not to distort the core run n’ gun experience of Roboquest. But it should be enough to make those runs feel different and exciting.
That being said, there are currently three (rather small) mutators in the game: weapon drops, weapon affixes and perk choice rolls. Weapons in general don’t bring enough differences between runs to feel like an important mutator and perk random is heavily mitigated by reroll tokens (to such a degree that you can almost always aim for the same perk build all runs).
To sum this up, we feel like we need some other elements modifying your runs in an unpredictable (but pleasing) manner. And that has a lot to do with replayability and how compelling it is to start a new run.
What do we want to achieve?
We like to oppose two principles when discussing character progression during one given run: adaptability vs planning. Adaptability is the skill of getting the best out of the random options given to you during a run, planning is the skill of getting the best out of the options that are always there (right now in the form of classes, gadgets and to some degree perk build). Roboquest is mainly packed with planning for now and we’d like to infuse more adaptability while retaining most of the agency you currently have.
The core experience of Roboquest is runnin’ and gunnin’ and we don’t want to lose that. But we feel like the game needs more adaptability to make two different runs more varied and modify the play experience (an experience which is currently kinda limited to challenging yourself at doing better at the same thing).
We want to achieve a formula where you have the agency but you’re still encountering random elements that make you branch out of your intended build in unexpected (and sometimes funny) ways.
How are we going to do this?
We have one major system on our radar right now: items. We think they are the first step to infuse more adaptability (and more replayability) into Roboquest. Not only are they kinda bland right now, they also seem like a missed opportunity.
Therefore, we’re reworking this system to include more variety, randomness and importance in terms of character progression and power level.
The idea we’re exploring and iterating upon is that there is a wide variety of items (50+) and they are consumables (picking one item will consume it and grants its bonus for the entirety of the current run). Their effects range from simple bonuses to mini-perk effects.
We’ve witnessed several outcomes when trying out those changes internally:
Your ‘build’ is somehow driven (or strongly influenced) by the item choices you encounter
It gives more opportunities for players to find ‘exciting combos’
Each run feels more unique
Obviously, the more item variety, the more impactful those outcomes are.
Hopefully, this system still allows for a lot of player agency since you get to choose which item to pick among several. We’ll be closely watching the potential loss of player agency to make sure it isn’t detrimental to the overall Roboquest experience, but so far we’re pretty excited about these changes. Finally, and aside from items, we’re planning on modifying several other systems to make them more ‘roguelite’ or to simply make them fit the new formula. Though, we won’t be discussing them in detail now. This includes (but not limited to): health pickups, weapon categories and experience.
What is the next update going to bring?
All of the changes mentioned above are tied to each other, therefore the next update will include them all.
Aside from those changes / reworks, the update will include additional enemies, slight modifications of enemy behaviors, a perk selection rework, a few class modifications, a new weapon, a clean-up of the combat flow (to reduce the amount of interruption during combat), more performance optimization, the visual polish of several levels and many other smaller details.
But when is it landing?
Right now, we’re aiming for the end of April (though it may be later or sooner).
The changes we’re going for are kinda beefy and we need some time to deploy them correctly. We’ll continue to post this kind of devblog to keep you posted about our progress and the things we’re working on.
We will also be conducting our usual public playtest before the update lands.
And that’s it for this devblog! We hope you enjoyed it :)
See you in the next one, and in the meantime, happy robot bashing everyone!
If you have a question about the game, you can find the FAQ here on the Steam forums. And if your question is not answered there, make sure to ask us in the community forums or on our Discord server (where you can interact directly with us!).
Hello everyone! Just a quick development update to let you all know how progress on Chapter 10 is going. I've just completed scene 2 of 6 for this update and put out the alpha for my alpha testers, so I'm well on track for the current release estimate of late April 2022. I've actually baked some extra time into my release date, since I want to go all out on the animations for the end of this chapter. No spoilers for what's happening, but I'm sure everyone will enjoy what's coming. :)
As always, I keep everyone posted in Discord with daily updates, so if you ever have questions, feel free to ask me there! Have a great day!
Early Access Build Update v1.23 - Animation Overhaul Update
Revised all XP Level animations for clean physics genital penetration
Added new Entropy Bumper Intro Animation and 18+ warning
Changed all character position icons in sex scene
Lowered XP requirements of all rooms and unlockable items and increased credit purchase price to better reflect natural progression of player
Early Access Build Update v1.22.1 - Feature Update
Fixed XP bug for Level reaching over 25
Added new hairstyle for Escort
Increased Boob bounce and Ass Jiggle in all scenes
Added mouse inspect rotate option in customize scene
Added XP mutliple to XP position reward to reduce grind, added player Level multiple to orgasm payouts and position changes
Updated all Level 5, Level 10 and Level 15 animations for better genital penetration
Added Male hand collision for jerk off physics
Changed XP increase sound to less annoying sound while grinding
Early Access Build Update v1.21 - Anal Animation Update
updated PretzelDip and Flatiron animations. Added Flatiron Anal unlocked at Level 5
Fixed female vagina texture to update with skin tone
Fixed male pubic texture shade error
Fixed missing textures for male skin customize
Improved female vagina and ass collision and updated CowGirl animation for correct penetration
Fixed Female pubic hair not appearing correctly in Sex Scene.
Lowered XP requirements for Levels 10+.
Early Access Build Update v1.20 - Blowjob Animation Update
Improved female mouth collision for mouth penetration and added (2) new advanced Blow Job animations set at Level 5 for puppeteering.
Reduced Strip Club buy requirements from Level 15 to 3 and dropped price from $50,000 to $35,000
Improved button detection in sex scene
Added ES2 game Logo to loading menu
Patch Early Access Build Update v1.18 - Bouncing Boobs Update
Full Breast and Ass dynamics are now in nude scenes, girls have much more realistic bounce, check out the strip club!!
+10 XP Level Requirements have been significantly lowered to reduce excessive grind that some early players were experiencing
The clothing toggle in the shower scene and cam show scene has been fixed. Also hair penetrations has been greatly improved and we will continue to refine hair dynamics as development continues.
We adjusted UI scale to fit variable resolutions which should make the UI much easier to see
Patch 1.2.5 has arrived, featuring 6 new player-created maps added to the Official map pool, our new Portal 2 item, and a handful of magnificent additions to Creative Mode (including two new switch variations). Read on! ːluaqː
Precious Palaces Maps
The Djinn's twin brother is finally satisfied. The world met his cries with countless palaces to pick from. Without rest, the Djinn's twin brother scooped up the keys to his 6 favourite palaces and ran off into the sunset without delay...
Following the result of the community vote, we spent a few weeks deciding on the maps we felt fit best into the wonderful world of Witch It. Today, we reveal the 6 winning maps that you can play right now in any Hide & Seek, Mobification, or Hunt a Hag server!
All entrants, winners or not, will receive the bonus "Pyramid Hat" reward shortly! The Pyramid Hat has also been added to the Mystic Sands item pool within the very rare rarity. In addition, all entrants who have not won during community voting or the main prize will receive 3 additional Crystallized Moonlight! Thank you to all our entrants for their incredible efforts. ːrollingbarrelː
Each winner is now considered a Grand Architect, and will each be granted a Witch It Steam key, 10x Crystallized Moonlight, their name added to the description of the new "Precious Palaces Winners Trophy" Creative Mode structure, and the Pyramid Hat bonus reward. Check out the winners below, in no particular order:
Created by ShadZ "Thousands of years ago, the Temple of Aetes was once a magnificent and resplendent temple in the middle of the desert. The temple was surrounded by plentiful water and fertile land, which they owe to the magic of Aetes and crystals. However, this magic disappeared from time to time. Increasingly frequent sandstorms destroyed the temple in all possible parts. After a while, the temple sank into the ground and disappeared. Only a small oasis remains. A Rumor says that the spirit of Aetes still lurks within the halls of the temple."
Created by Candybober "Filled with palms and water, the magical Oasis Temple was discovered by our great Lord. Our Lord is interested in the witches' magic crystals; he believes they can be harnessed to control the world! We wish to steal as many crystals as we can from the temple to repurpose it in our own technology. However, the witches are upset and have returned to the temple to enact their revenge. Catch these pesky witches, and we will reward you with countless riches beyond your imagination!"
Created by Farbenkeks & David / Cubey At the end of the endless desert where the golden horizon turns red, the Vermilion Valley streches to the darkness of forgotten shadows. Legend has it that somewhere in the valley lies a powerful source of magic. In no other place did the Djinn build a palace to meet many guests and to pass the time with games.
The reputation of the wonderful new palace finally reached his brother who could not hide his envy: "No one will ever have a more beautiful palace than me!" he shouted and sent out his army.
Festivities in the Vermilion Valley go on as usual when suddenly at sunrise ominous riders appear on the horizon. Pale and frightened the Djinn whispers, "We must try to wake the dragons."
Created by Reekyu "A magical palace with many stories told! Deep in the Amara desert resides the Palace of Heka, a residence so expansive that even the Djinn is envious... Nimble Hunters and Witches alike can vault across the various walkways and rooftops to reach different rooms within the layered structure of the building. For those wanting a quicker option, various jump-pads can be utilised to swiftly reach the inner regions of the palace from the outer passages and vice versa."
Created by algiac "The ancient Citadel of the Sun Keeper lies secluded in an unknown location in the middle of the desert. It was built by a mighty Djinn who assigned the construction to a grand architect of his time with an unspeakable name. The magnificent palace is faced towards east, so during sunset the sunlight suffuses the splendid throne hall and shines through the whole building. Underneath the throne hall you will find a cozy lounge with armchairs, pillows and carpets, but the ground floor also holds the grave chambers of the Djinn's ancestors. His unbelievable wealth is undoubted as the whole palace is ornated with shining blue crystals, although the origin of them remains a mystery. Some say they contain incredible magic powers and thus ensured the authority of the Djinn."
Created by Gelato, Assisted by Emote "Word spread far and wide across the land of the djinn's new palace. Many people had come to visit it and see for themselves. It was both lavish and ornate. Everyone that saw it showered the djinn with compliments. The djinn's brother, however, was not to be outdone. Hearing of his brother's success, he was overwhelmed with jealousy, and decided to do something about it. "The witches in the Morgaryll Forest might be willing to help me, if I pay them handsomely with moonlight shards.", he said to himself. And so he traveled by land and sea to the great and distant Morgaryll Forest to seek the aid of its witches. Trespassers had better have good reason to seek them out or be prepared to face dire consequences."[Full Story Here]
Honourable Mentions
The talent levels showcased during Precious Palaces were next level! Judging was extremely tough and we struggled to settle on our final 6. That being said, here's a few of our favourites that weren't showcased during community voting. Please check them out! ːpurplewitchhatː
Your favourite omnipotent potato companion has arrived... PotatOS is now instantly available for all owners of Portal 2 on Steam! To obtain it, open Witch It and play at least one round on any Official server. ːpotatothrowː🧡
Switch Variations + Single-Use Switches
For those wanting to spice up their mapping skills, we've added two new switch variations! The pressure pad will be active as long as someone is stood on the pad. The lever switch functions the same to the original stone switch. Toggling the "Break After Use" option will cause them to stop functioning after being activated once. We can't wait to see what wacky contraptions and mechanics you create with this new option!
Find the new switches by accessing the 'utilities' tab in the Creative Mode menu.
Filtering Switchable Props
As our assortment of switches grows bigger, we felt it was only right to add a handy new filter for all switchable props. Open up the menu while in Creative Mode and press the checkbox to the right of the search bar to show only props with features that can be toggled on/off!
Full Patch Notes
+ Added: Precious Palaces Winners Maps Palace of Heka by Reekyu Lost Temple by ShadZ Vermillion Valley by Farbenkeks & Cubey Kasbah le Ribat by Gelato & Emote >:D Citadel of the Sunkeeper by algiac Oasis Temple by Candybober + Added: 2 new Precious Palaces Winner Trophy structures for the Creative mode. + Added: PotatOS as a gift for every player who owns Portal 2. + Added: Option to filter for switchable Props/Structures in Creative Mode. + Added: 2 new switch types: the visibly turning lever switch and the pressure plate switch which is blocked while its button is held down and reactivates upon its release. + Added: Option to create single use switches in Creative Mode. + Added: Swedish localisation.
↻ Changed: All player names are now visible in Creative Mode. ↻ Changed: Players no longer change into a Witch after taking a photo in Creative Mode. ↻ Changed: Sorted utilities selection in Creative Mode. ↻ Changed: Switches now make a sound upon activation. ↻ Changed: Smaller player icons in selection menu. ↻ Changed: When witches win, they will now laugh at the end of the round.
✓ Fixed: Flickering prop lights. ✓ Fixed: Creative Mode group select sometimes stopping to transform whole group. ✓ Fixed: Creating switch loops that trigger each other is no longer possible. ✓ Fixed: Multi select in Creative Mode no longer overrides other players’ selections. ✓ Fixed: The utility lights placed in old custom maps are turned back on. ✓ Fixed: Creative Mode 3, 4, 5 key inputs now also work with numpad keys. ✓ Fixed: Players in Creative Mode multiplayer sometimes being in edit mode despite displaying default mode. ✓ Fixed: Wardrobe portal glitches on ‘Twisted House’ . ✓ Fixed: Various broken spots on ‘Northern Whispers’ and ‘Wardwell Wintry’. ✓ Fixed: Disappearing library ladder on ‘Grunewald at Night’. ✓ Fixed: Possessable hidden candles on ‘Amara’s Fountain’. ✓ Fixed: Getting hit by a Clingy Luaq skill will now cancel the Power Ball skill.
Hello all demon worshipper! We might have a little something for you to see but all things come to those who wait. Patience is a vertue even for a demon worshipper, we'll see you next Tuesday!
Don't forget to follow and wishlist Hellslave if you don't want to miss out any announcement!
Is there anything that could possibly be even better than presenting the changes of a single city in the upcoming Austria Rework for Euro Truck Simulator 2? That’s right, presenting two locations in one blog post instead! Let’s take a look at what you can expect when driving through the updated cities of Linz and Innsbruck.
Linz is the third-largest city in Austria and as such, it had to change quite drastically. The bridge across Donau has been replaced with another one a bit farther, and a completely new bridge will be located on the city’s ring. Apart from that, you can look forward to a new scrapyard, magnificent new factory district, and overall inclusion of an industrial heart of the city, which, among other edits, meant moving some depots to more suburbian parts of the city. The final mentioned change will hopefully help the in-game Linz and its industry live up to the real-life counterpart and also enable players to drive through the beautiful small nearby villages.
Innsbruck is an internationally renowned winter sports center located in a broad valley between high mountains. That is exactly why the most important, and the most "invisible" change at the same time, is the integration of the junction of A12 and A13, which lies inside of a hill with Bergiselschanze - a ski jumping areal - on it. Moreover, the entire city’s ring has been reworked with an addition of numerous junctions and a beautiful view from the ring on the whole layout of the city with the Alps in the background.
The economy has also been tweaked a bit by removing a sawmill and adding Quarry and railway depot instead.
We hope you have enjoyed a "double-peek" into more changes that are coming with the Austria Rework project for ETS2! Will one of these two cities be your go-to location once you will get your hands on this new update?
Ahoy, you wry seadogs! It finally happened, we have a Steam page set-up and you can look at our game, wishlist it, read our posts, and comment on them (all of which we heavily encourage, of course!). On this occasion, we figured it would be a good moment to make a little welcome post and let you know what you can expect from us going forward, so… let’s get to it!
Starting from now, until our expected release in Q1 of 2023, we plan to post at least 1 devlog a month. We want to give you regular updates on the development of Terror: Endless Night and show you some interesting behind-the-scenes stuff. If you want to make sure you’ll never miss an update or a devlog, click that wishlist button, and get notified whenever we post something!
Speaking of updates, we’ll also be teasing you with little crumbs on our socials, so make sure you follow Feardemic on whichever platform you prefer. We’re on Twitter, Facebook, Instagram, and Tik-Tok, so there’s a lot to choose from. If that’s not enough, join our Discord, to get in touch with our community and become a Fearfolk yourself, and if you’re interested in all things Feardemic you can also join our newsletter and receive any updates you need, straight to your email.
Terror: Endless night is also going to be featured at Feardemic’s Fear Fest on March 15, at 7 pm CET. FFF is a showcase of Feardemic’s catalog, including trailers for upcoming games, deep dives with the developers (including us and our producer Aleksandra Godek!), and a charming host in Hunter Peterson. We’re going to show the first proper Terror trailer with never-before-seen footage, and we’re really excited to share it with you, so mark your calendars and don’t miss it!
We really want to connect with our fans, so make sure to leave a comment and say hi! If you have any questions, you can also drop them in the comment section, and of course, we encourage you to tap the Wishlist button, because it lets us know that even if you’re a lurker, you’re here and you’re interested in what we have to show.
For now, that’s it for this post, make sure to mark March 15 on your calendar and we’ll see you at Fear Fest, anchor clankers!
Greetings good fellows of the Holdfast community! After the most exciting release of Frontlines, we’ll be pushing forward the first patch featuring bug fixes, optimisations amongst other additions. Come have a read of our latest blog post for all that needs knowing.
Expect more gameplay focused content to hit the game in April.