During your journey through the apocalyptic landscape of Hellslave you'll have to make do with what you find. Humanity has survived in few numbers and regrouped in small hamlets and towns, that's where you'll get your precious help.
From merchant to innkeeper, druid, smith and much more you'll find everything you need in these safe heaven.
And as someone said...
We'll have some important news to share with you in the next few weeks so be sure to follow and wishlist the game!
Ahoy, seadogs! Come aboard, there’s enough room for everyone. Sit down comfortably, pour your royally-mandated ration of rum, and let us tell you a story about a little game called Terror: Endless Night!
RESEARCHING TERROR
Making a historical game is quite a task, and it definitely has its challenges. We really wanted to get it right so we made sure to do our research and read everything we could get our hands on to prepare for this task. Our starting point was, of course, the Dan Simmons novel “Terror”, and we know what you’re thinking - that’s a very fictionalized version of the events but, here’s the thing, it’s still grounded in facts, and that’s the part we focused on. The very sizable afterword by dr Grzegorz Rachlewicz from UAM detailing all the known facts about the journey was a huge help in separating reality from fiction. We have also reached for “Frozen in Time: The Fate of the Franklin Expedition” by Owen Beattie and John Geiger which describes the origins and the course of the expedition as well as the fate of each crew member with incredible precision and attention to detail.
BEYOND THE SCROLLS
But books are not the only sources we’ve used. The vast array of resources made available by the Parks Canada Agency concerned with protecting Canadian cultural heritage (which has, among other things, organized underwater research of Terror and Erebus shipwrecks) were an invaluable asset on our journey of making the game as true to reality as possible. Equally so was Peter Carney’s “Erebus & Terror Files” blog which has been maintained for about a decade now and contains a lot of interesting tidbits about the expedition and puts the mission in the context of its 19th-century setting. Kudos to both for providing this amazing base of knowledge for free!
CONTEXT IS EVERYTHING
Speaking of setting, to understand Franklin’s expedition, we need to understand the historical context surrounding it. What did life look like back then, what was the political situation? With these and more questions in mind, we headed to do more reading. “Empire: How Britain Made the Modern World” by Niall Ferguson answered our broad, historical questions and provided the international context Britain found itself in at the time, whereas “U Szczytu Potęgi. Wielka Brytania w latach 1815-1914” by Krzysztof Marchlewicz gave us a picture of what English society, their quality of life, industry, economy, etc. looked like back then.
Finally, a selection of articles on 18th and 19th century England from Histmag.org and ciekawostkihistoryczne.pl sites topped us off and we were finally ready to write the plot of Terror. Well, we might’ve also taken a peek at some Wikipedia articles but maybe that’s not worth bragging about… ;)
CHALLENGES AHEAD
Writing the plot was not without its challenges, and we don’t mean having to take copious amounts of notes (although that was quite a task in itself). The problem lies in the fact, that we finished writing the story (which reached a few hundred typewritten pages!) very early in the development process when we had only an outline of the mechanics we had in mind for the game but not the actual implementation of them. Because of that, when we started work on the game we quickly realized that it was going to be necessary to restructure and rewrite the ENTIRETY of our plot for it to properly mesh with the now-finalized gameplay layer of Terror. It was a gargantuan undertaking, perhaps bigger than writing the story in the first place, but we’ve managed to do it and today we stand incredibly proud of what we’ve achieved. We hope, come release, that you will like it too. :)
That’s it for this devlog. All that’s left to say now is that 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. Also, we want to post these regularly so stay on the lookout for more devlogs, seadogs!
Greetings Commanders, With Early Access releasing on May 24th, we thought now is a perfect time to hear from the game (Maruice) and narrative (Maya) designers themselves and find out what they envisage for the game.
We’re also proud to announce our partnership with ESL (Electronic Sports League). Competitors will battle it out across one of three global regions:
Players looking to enter the competitive carnage can register here from today on the ESL website until June 5th.
This kicks off our competitive tournament plans. Stay tuned as we will announce more tournaments in the future, both sponsored and organised by the players themselves.
Something NEW is coming! We will have a very special Live Stream tomorrow, don't miss it!🎉🎁 Join Ines and Lily at 4pm CEST for this exciting Knights Live Stream and get some coupon codes!⚜️🎟️⚔️ Also, don't forget to share the Live Stream to have the chance to win a FREE piggy token!🐷💰
It’s time to get down to brass tacks, because the Blaston Reloaded Update is finally here! Version 1.15 brings the long awaited first batch of weapon attachments to the game, a new seasonal mode “Street Brawl”, and our first collaboration weapon item “The Cyber Bow”.
And that’s not all, we’ve continued to work on quality of life features for the game as well, along with some new rewards and legendary skins for weapons and avatars! This is probably our biggest update to date, so gear up, get ready, and load into Blaston Reloaded!
New Weapon Feature: Weapon Attachments
We’ve now added weapon attachments to the game. We’re starting with 10 weapons to make sure that we maintain the balance of the overall weapons in the game. In the first batch we’re including 3 attachments to the following weapons: Raptor, Nova, Wildcat, Hammer, Viper, Lance, Hammer Nade, Frostbyte, Hurricane and Luma.
Attachments are unlocked by the new mastery system, select a weapon in the loadout and press “track” to begin the mastery. Complete the missions to unlock the attachments one by one, then equip them to change the behavior of the weapon!
New Seasonal Game Mode: Street Brawl
It’s time to take things to the streets, the Scrappers’ Street to be more specific! In the new seasonal game mode, duelists play in long distance duels using The Cyber Bow and a modified Nova to take each other down. Who’s the best dodger and marksman? Settle the score with a Street Brawl!
New Weapon: Luma
Introducing the first two-handed weapon to the world of Blaston is the Luma! This is a sharpshooter bow and arrow where duelists will have to give up an extra hand for some extreme damage output!
The Blaston Spectator will be available for free on Steam on May 5th
Soon after this update, we’re releasing the Blaston Spectator on Steam for free! This is a separate version of Blaston where you can spectate matches on a PC. This is mainly built for content creators and tournament organizers, but anyone can try it out and watch their matches from new camera angles including third person and first person views!
New Weapon Skins: The Karnivore, The Mallet & The Cyber Bow
Take charge with the new legendary versions of the Hammer Ellipse and Raptor Ellipse. The Mallet replaces the Hammer Ellipse and represents a darker more feared version, as it dons the b0yk0t logo on the side. Joining it is the Karnivore, which like the Deadringer, represents a look reminding players of the past worlds of Blaston. Both of them are now available in the store for all players.
The collaboration item skin for the Luma, from Apex Construct, The Cyber Bow is now here in Blaston. It’s unknown how the item first appeared in the world of Blaston, it’s assumed a glitch in the system may have brought it forth from another virtual world. Try it out in the Street Brawl seasonal mode, and get it for free in the store within the release week of the Blaston Reloaded Update. Along with the the collaboration, we also have a bundle to get both Blaston and Apex Construct! Get the bundle here!
New Legendary Avatar Skin: Bunny Hax
The hologram face upgrade is no longer unique to Shoxx! The newest skin for Hax, Bunny Hax, gives the avatar this feature as well along with some very tall bunny ears.
New Cosmetics: Blaston VR Master League Platform & Banner
We have partnered up with VR Master League (VRML) to bring you the first official esports league of Blaston, built together with the community. Get the VRML banners in the store, or get them by signing up to Blaston VRML Season 1: https://vrmasterleague.com/blaston
New Arena: Scrappers’ Street
Some fights are just not meant to be displayed in fancy arenas, some fights you settle in the streets. Now you’re able to challenge others in the Scrappers’ Street arena by purchasing it in the store!
Graphical Improvements
We’ve taken some time to look into the performance and visuals of the game, and it has paid off! You’ll notice that the locker room in the main menu has been cleaned up, but we’ve also made sure to optimize the textures of the game, along with making improvements to banners. We’ve also changed filtering settings for the game which will make it look a bit clearer. For players on Quest devices, we’ve also made some improvements in the passthrough mode by adding particles and fixing some color issues.
Community Request: Ping Indicator
We’ve heard the calls from the community, you want to get a better understanding of the quality of the matches. We’ve responded to this by introducing a ping indicator to the match interface to allow players to identify the quality and stability of their connection to the match. Our hope is that this will give players an idea if they need to improve things on their end, and also for tournament organizers to more properly host competitive events.
Community Request: Wait for an opponent
Many players have told us that they would like to still be able to access the main menu and loadout while waiting for a match. Now players are able to do so by going into the duel settings, and select “Wait for an opponent”. Enabling this option allows players to check their loadout and practice combos on the dummy bot before heading into a match.
Game Updates
New seasonal game mode added: Street Brawl
New weapon added: Luma
New legendary skins added to: Raptor Ellipse, Hammer Ellipse
New legendary avatar skin added: Bunny Hax
New cosmetics added: VRML Platform & Banner
New arena added: Scrappers’ Street
Main menu environment has been updated.
Ping indicators have been added to the match UI.
Duel option “Wait for an opponent” added to duel settings.
(Meta) Particles and effects have been added to passthrough mode.
Optimized textures on all platforms.
Updated the tutorial to include dodging & out of bounds steps.
Updated introduction information panels.
Legendary weapon skins have now been added to the store.
New bots have been added for players with over 2000 League Points.
Campaign Updates
Campaign bots no longer have a single type of weapon.
Players now have access to more weapons in the campaign.
Campaign opponents now act more like ranked bots and will dodge projectiles.
Some Ozo Missions have now been removed from the campaign.
Match versus Argentia has now been improved.
ModOps skins now have the text “ModOps” on them in the store.
Weapon Updates
Weapons are now trackable to unlock in batches at level 5, 10 and 15.
Once a weapon is trackable, track it in the loadout menu and complete the 3 weapon missions to unlock the weapon.
Once the weapon is unlocked, if the weapon has attachments, equip and track the weapon then complete the attachment missions to unlock attachments for the weapon.
Added attachment missions and 3 attachments (each) to: Raptor, Nova, Wildcat, Hammer, Viper, Lance, Hammer Nade, Frostbyte, Hurricane and Luma.
Adapted the firing speed of all projectiles to be linear instead of having an initial speed burst to combat visual inconsistencies during high latency matches.
Avalanche Nade: Projectiles reduced by 2, reduced spread.
Cortex Shield: Hit points increased from 80 to 100, cost reduced from 6 to 5, size increased slightly.
Hammer: Added weapon charge VFX & SFX.
Majestic: Duration increased from 5 to 7, size radius reduced from 0.18 to 0.07.
Nova Helix: Reloadtime reduced from 0.8 to 0.6, speed reduced from 0.8 to 0.3 with tighter rotation pathing.
Nova Hurricane: Reload time reduced from 0.8 to 0.6.
Swarm: Swarm Node HP from 3 (uncharged) 5 (charged), to 15 (uncharged) -> 20 (charged).
Tundra: Charge time reduced from 0.5 to 0.3, cost reduced from 6 to 4. Added weapon charge VFX.
Vector: Ammo reduced from 6 ammo to 2 bursts of 3, reload time increased from 0.2 to 0.6.
Other Updates
Mission rewards now give you significant Blasts instead of specific items.
Updated the main menu UI & improved edges of visuals.
Legendary weapons skins have been added to the store.
Updated the model scaling of the player banners.
Added the ability to create friendly lobbies with all seasonal modes.
(Quest) Added Destinations for all seasonal modes.
(Steam) Added the ability to bind joysticks to scroll in menus.
Added hyperlinks to News, now you can click links there!
Added VRML logotype to the arena rinks.
Updated the music of the main menu.
Updated LIV camera angles for Quick Draw & Street Brawl.
Added tooltip explaining the cooldown limit of loadouts.
Color wheel in Ozo is now lit up.
Updated the texture of the Wildcat.
Updated localization and grammar in the shop.
Updated the FAQ button link in the news tab.
Ranked Changes
Added a ranked season cooldown at the start & end of each season to improve leaderboard resets.
Rank decay is now enabled for players with over 1900 League Points (previously over 1700).
If you do not login for 1 week, your rank will be decayed by 5 League Points (previously 10) once per day.
Bot rewards in ranked are now enabled up to 2600 League Points.
Bug Fixes
Fixed an issue where the colors would look weird in passthrough mode.
Fixed an issue where the weapon trails weren’t displaying properly for the Viper Ellipse & Hammer Ellipse.
Fixed a few instances where matchmaking would time out when players are matched from different regions.
Fixed instances where the cheer sound effect in friendly lobbies would continue to play after a rematch is initiated.
Fixed an issue where the shield handles would spawn in an incorrect rotation angle.
Fixed an issue where the red highlight on health bars wouldn’t show for both players.
Apart from sand, stones, bored camels and nasty apex predators, there are also the occasional interesting notes scattered around in the desert here. We found one of them:
It looks exciting, doesn't it?
Let us know what merits your attention the most!
Stay hydrated at all times!
The teams of Tunnel Vision and Toplitz Productions
Here's a brand new update for you, hot from the anvil. We're continuing to work towards the Early Access release of Anvil Saga and adding new characters, locations, and content.
Just look at how the region has changed while Arthur has been there. You can see the Baron's castle, farms, fields, and green hills covered in forests. And this isn't even the final version of the game – it's still a work in progress – imagine how wonderful it's going to look!
Every event adds another mark on the village, whether it is a mercenary invasion, agricultural work, or a holiday. You'll see the landscape change as time goes on.
But don't let the gorgeous scenery fool you! After all, there is still a war raging on and its effects can be felt throughout the region. The prices of resources and the costs to fulfill orders are going up, which means that peasants, soldiers, and merchants will visit the forge less. You might not see any witches during this time! However, monks will visit more often. And all of this changes your alignment with different factions and what preferences (if any) they'll afford you.
As a final surprise, we have a new apprentice to introduce to you: Elsa! Arthur's smithy doesn't discriminate, in fact, he only focuses on a potential employee's hard work and talent. If you're ready to forge and learn, you'll always be welcome.
Finally, don't forget to add Anvil Saga to your Steam Wishlist. Why? Well, the doors to the forge will open soon to anyone who wishes to try their hand at the challenging craft of blacksmithing.
It was a bigger job than I expected, but you can now set up a few custom rules for your games on Minesweeper Extreme: 100!
Yes, it's ugly, but I've run a bunch of tests and everything seems like it's in good working order. The custom rules you can set are...
Your HP can be 1/2/3
You can start with a larger board size
You can adjust the difficulty by selecting how many mines you start with (the middle option is normal difficulty)
In the main menu, you'll need to click Custom Game every time you want to play with these rules. If you click "Play with viewers" it will revert back to the standard rules.
If there are other rules you'd like me to prioritize, let me know at Jaime@boardgamefightclub.com and I'll try to bump those up in the next release.
Other changes I made in this version are...
Fixed a bug where incorrectly-placed Minesweeper flags were not being removed when the streamer died.
Fixed a bug where the time running out in Minesweeper would trigger the nuke, but not end the game if you had 2 or more HP. Now you die for real.
Fixed a crash bug where if a corner square and all the squares around it were completely empty, it would create an infinite loop and slow your game down until it killed the game. This took a lot of time to track down, but it's all better now!
I basically rewrote a lot of the systems for generating a minesweeper board. The game wasn't designed to support adjustable rules, so this took about a week to set up.
That's all the updates for today! And for those of you who have invited me into your stream to watch, or have taken the time to play and provide feedback, I am so thankful for you. You are the reason that these games are getting better and things are getting fixed. Please keep the feedback coming!
We're back with another small but important update. Some of you have been irked by unit pathing, especially in single-player. One issue was that units could waste an entire turn if your target moved out of its space, wasting your turns. With this update, units will chase after their targets if they move away, provided they have movement left.
Second, units will remember last turn's orders. If their target is still alive after a turn, you won't have to give them new orders!
Give the new update a try and let us know your thoughts.