As the title suggests progress has been made, but I took a really bumpy road to get here. I'm done with a new update, but even though I mentioned around two weeks multiple times, it took more than a month :/
Big-ish? Or lots of small-ish?
I wanted to release some of the new goodies of the planned expansion pack without spoiling the new content. Just new functionality. For this to happen I had to make a version of the game which is halfway between my current development build and the existing released builds, which took way more time than I originally expected. Silly me. Regardless of not featuring new content, it does bring lots of convenience features and quality of life changes ;)
Teleport to target
There's a new mouse control mode in town: teleport! If you play the game a lot and dislike waiting for the movement animations this will speed it up to be *instantaneous.
Path-finding is still the default option for mouse controls, but you can change your settings within the "Options" menu under the "Mouse" sub-menu using the "Control" entry.
* Only the tile-to-tile movement is changed to be lightning fast. Picking up stuff, fighting battles, or opening chests still animate the same way for the sake of clarity.
Localization
The game has been localized to Polish ( )! I'm hoping I Am Overburdened will be enjoyed by more players in Poland thanks to this. Ahoy from Hungary my dear friends :)
Special thanks to Daniel Oskar Moroz (MorDan) for his awesome work!
This build also includes a bunch of localization text fixes. Typos corrected, a few things renamed, some sentences re-worded, and such in multiple languages.
I would love to add even more supported languages, but at the moment the translation of the updated content is still ongoing. New translations will probably not happen in the near future. I did add support for non-Latin characters/languages (e.g.: Cyrillic or CJK) though, so strides have been made in this direction. Maybe...
Where credit is due
The game officially supports 8 languages already. For this to happen many people contributed and I wanted to honor their work more appropriately. Previously only the translators of the currently selected language were shown in the credits menu, but now there's a menu entry to cycle through the names of everyone who worked on the texts of the game.
Nightmare and Treasury confusion
There was a "discrepancy" between the Main Menu and the Inn area in the way the Treasury game variant and the Nightmare difficulty can be accessed. In the Inn, the Nightmare difficulty (goat-skull statue) worked as a difficulty toggle and the Treasury mode was a special trapdoor.
Personally, I liked the functionality of the Main Menu much better and it made more sense (to me at least). Nightmare being a different more vicious dungeon and Treasury is simply a game alteration toggle (like the Elite variant or the Stash items).
Now the Inn matches the Main Menu. There's a separate trapdoor for Nightmare difficulty and a toggle (golden lock) for the Treasury variant.
Only fools seek their own destruction
From now on Nightmare difficulty can be unlocked and accessed immediately (without completing a dungeon on Normal first). A present for those who are feeling a bit overconfident :P
Quality of life
Quite a few menu changes and fixes found their way into the game with this update.
I re-organized the Help menu screens to (better) describe all the inn entities.
For multiple menu entries, "page-turner" widgets were added for enhancing mouse support. These include the "Language" entry of the Options menu, the "Window" and "Scaling" entries within the Graphics menu, and the "Control" entry in the Mouse menu.
Multiple mouse right-click handling and mouse movement focus handling bugs were fixed (Start and Controls screens).
Is it over?
The change list for this update is, but the work on the big content patch is not yet. I know this must be tiring :( but it is really, really close though. In fact, I'm so close to finishing it, that I don't plan to publish more tiny updates beforehand.
It looks like the next one will be the one and only long-awaited expansion pack which I'm dubbing "The Encumbered Edition" :)
I still don't want to pick a date since I'm super bad with deadlines ( as you can see :D ), but I want to give some structure to its release. I will start preparing and posting more info (+screenshots and gifs) about it in the following days.
As you are well aware, our second Closed Beta started last week on March 16th and so far you have all shown us a lot of enthusiasm for the game. Thank you so much for your support! However, we are conscious of several issues that have been appearing since the beta started and that may have affected your experience with the game. While a new patch has been applied with yesterday's maintenance, not everything seems to have been fixed just yet.
As a result, we have decided to prolong the beta for another two weeks. Closed Beta 2 will then be available until Tuesday, April 19th.
Additionally, you can expect to see more patches being applied throughout the beta, both addressing our ongoing issues and the current balance and economy of the game.
We hope that this news will help sweeten your experience with the beta so far. See you next time, Prospectors. Until then, remember that Fortuna favors the bold!
As you are well aware, our second Closed Beta started last week on March 16th and so far you have all shown us a lot of enthusiasm for the game. Thank you so much for your support! However, we are conscious of several issues that have been appearing since the beta started and that may have affected your experience with the game. While a new patch has been applied with yesterday's maintenance, not everything seems to have been fixed just yet.
As a result, we have decided to prolong the beta for another two weeks. Closed Beta 2 will then be available until Tuesday, April 19th.
Additionally, you can expect to see more patches being applied throughout the beta, both addressing our ongoing issues and the current balance and economy of the game.
We hope that this news will help sweeten your experience with the beta so far. See you next time, Prospectors. Until then, remember that Fortuna favors the bold!
We wanted to thank you for your support, for having played the demo... with a new version of the demo!
While we are working on the next content, we decided to release a "definitive" version of the demo, with this changelog:
- The Big One: Brazilian Portuguese language support! - Mac M1 support - Linux support - Steam Achievement fixed (yea, SOME of you got an achievement they shouldn't have!) - Another Steam achievement simplified (yea, some of you DIDN´T get an achievement you should have! Just open the demo and talk to someone, it will give it to you, if you deserve it!)
And of lesser importance: - Language selection pre initial cutscene - Hit-boxes during the Boss fight - Credits - Cutscene speed - Bugfixes :D
We are currently looking for a publisher, but right now we are working on the second stage of the Princess's journey: the volcano. We could tell you about the remaining stages... But we suppose you'll have to wait and see them for yourselves hehe!
We have a very special announcement for you today that you would certainly not have expected from the Bridge Constructor series: A decade after the initial launch Bridge Constructor is finally receiving its tabletop adaptation with Bridge Constructor: Breaking Point! ːsteamhappyː
We have partnered with Maestro Media (The Binding of Isaac: Four Souls, Tapeworm), game designer Jeb Havens (Critical Role’s Uk’otoa, Z-Man Games' Burrows) and illustrator Charlie Hill (Coca-Cola, A&E Network) to offer you Bridge Constructor: Breaking Point - an easy-to-learn and difficult to master game of tile placement, card management, and pushing your luck.
Suitable for ages 10 and up with 2 - 4 players, the heart of the tabletop game remains true to the original’s concept: engineer the best bridge you can with limited supplies and cross vehicles successfully. The gameplay is half puzzle and half press your luck. Each round you have the choice to pick a bridge tile and either continue to strengthen or rebuild your bridge or cross your vehicles. Choose from Super Light, Light, Medium, or Heavy vehicles that each have their unique points and challenges. Watch out for your fellow engineers though, at any time they might play an event card on you, unleashing devastating damage to your perfectly planned bridge!
Bridge Constructor: Breaking Point will launch on Kickstarter this September, with retail and additional distribution plans already in the works. To learn more about Bridge Constructor: Breaking Point and to sign up for updates, please visit http://www.bridgeconstructorgame.com/.
Happy bridge building, all the best and stay healthy! ClockStone, Headup & Maestro Media
• Winter visuals have been removed from the game. • Cloud saving has been fixed and is available again. This means that the player progression (skin and modifier unlocks) now works correctly. • Hand physics and collisions have been improved. • Bug fixes and performance improvements.