Let’s start off with important news regarding the Warhammer 40,000: Shootas, Blood & Teef release date.
Warhammer 40,000: Shootas, Blood & Teef won’t be making the initial Summer release window, and we’re moving the launch to Fall 2022.
This decision wasn’t taken lightly, but will be in the best interest for the quality of the game. By taking on the Warhammer IP, we’ve also taken on the responsibility to deliver the best game we possibly can that both Rogueside and Games Workshop can be proud of. And with these couple of extra months we will be able to put more love and passion into the project, and take it to the level we want it to be.
We’re looking forward to seeing you on Luteus Alpha in Fall 2022!
On to our second announcement.
We are so excited to announce our partnership with ININ Games, who will aid us with the physical release of Warhammer 40,000: Shootas, Blood & Teef on consoles!
The past weeks, even months, we’ve seen a lot of people asking about our retail plans, and now we can reveal them. Warhammer 40,000: Shootas, Blood & Teef will be available for pre-order at select retailers for Nintendo Switch and PlayStation 4 soon, powered by ININ Games. Even more exclusive editions with special collectible items will be available at Strictly Limited Games and Gamesrocket. Thank you for your continued support! More information on the release will be coming soon.
To prepare you all for the release of We Were Here Foreveron May 10th, our entire We Were Here Series is on sale! We Were Here might be free for you all, our other games are available now in a big bundle sale with 50% off. Which means you basically get them for free ;)
Only missing a specific game in our series? Don't worry, our games have an individual sale as well! You can get We Were Here Too with 75% off and We Were Here Together with 55% off!
We Were Here Chronicles
Have you seen our We Were Here live-action series? In 'Chronicles of Castle Rock' you'll hear the stories of Klees Klokkenmaker and the other inhabitants of Rockbury. Find more about the king and Castle Rock. Prepare yourself for when you once more have to escape cold Antartics...
Currently there are 3 episodes out, the next one will follow Tuesday!
22A7-Z Prototype Assault Rifle: Increased stopping power (flinch chance) from 20% to 28%.
M73 Twin Pistols: Fixed damage being unintentionally reduced on lower difficulties.
Model 35 Pump-action Shotgun: Increased clips from 8 to 12.
K80 Personal Defense Weapon: Increased clips from 10 to 12.
Translations
Viewing a player's stats in a lobby now automatically sets the correct language for the web browser.
To avoid entirely missing strings, reactivedrop_english.txt and closecaption_english.txt are now loaded from addons as a fallback in addition to the correct language file. See the example campaign in the SDK.
Fixed Steam screenshots not having translated mission names.
Fixed mission names in voting not being translated.
Fixed the word "Challenge" in briefing not being translatable.
Fixed game description in server browser showing untranslated challenge names.
We've taken the opportunity to update Owlboy on Steam. The game will soon be available to play on Steam Deck.
The latest version should enhance loading-speeds across all operative systems & add additional controller support.
List of changes: - Changed to FNA, which should fix multiple crashes - The old XNA version of the game is still available on the "xnaversion" beta branch on Steam - Level loading is much faster - More readable Japanese, Chinese, Traditional Chinese, and Korean fonts - Better error logging, moved logs to C:\Users\<User>\Saved Games\Owlboy\Saves\logs - One shared build for Windows, Mac, and Linux - Support for PS4 controller natively - Help files now available in Data/Help in the install directory - Many out of bounds and speed-runner glitches fixed
Today marks the 7 year anniversary of Verdun! The first game in the WW1 Game Series. To celebrate this, we have multiple things going on! To start of with, Verdun is playable for free starting today until May 2nd! Join the Verdun battlefield once more and bring in that fresh new recruit! We can always use more soldiers!
Furthermore, Verdun is on sale with an 80% discount! Alongside the 4-pack 75% and the soundtrack also has an 50% off!
It doesn't stop here! We prepared a quiz to test your Verdun knowledge! If you're amongst the people who answered all the questions correctly, you might win a WW1 Game Series goodiebag! Be sure to participate here.
Isonzo Intel
More reason to celebrate, as the news surrounding Isonzo keeps coming! We're sharing more news about the Gorizia map! We can hear you thinking, " but wait, wasn't last dev blog about Gorizia already?" Yes but there's more! It's a big map so be sure to not miss out on any intel!
Like many developers, I have a giant brainstorm list of many more ideas than I'll likely have time to realize. That's where Iron Lung sat following my trip to a Loch Ness museum in 2019, where a random bit of narration got me thinking about the idea of being underwater taking fuzzy pictures of some unseen creature. It sat there for a few years afterward, while I worked on projects with New Blood and DreadXP and went through a series of prototypes that all ended up shelved for various reasons. It's been hard to get any larger solo project to "stick" since Dusk, and frustrating to continually start a game only to end up stalled on it for whatever reason, with too much work in it to comfortably abandon but not enough to brute force my way toward a release.
Throughout that time I kept coming back to the basic idea of Iron Lung, and thinking "I should really just do this." It was a simple concept, befitting a short simple game. And eventually "I should really just do this" turned into "ok screw it let's just do this." I spent a few months working part time to create what was basically a small experiment that I didn't expect or need to sell very well. I just wanted to experiment with the concept, and get back into both self-publishing and serious horror, which I hadn't really done since 2015.
I expected to maybe sell around 5k copies in the first month or two and have a little following of people who liked the niche concept. At the time of this announcement Iron Lung has sold roughly 37k copies and holds at 95% positive reviews and has blown past all my expectations. I didn't expect so many people to resonate with the gameplay or the approach to horror, or be so drawn into the world (which I've always planned on expanding on at some point, so don't worry!).
So I guess what I'm trying to say in a very roundabout fashion is "thank you." I'm immensely grateful for the support you've all shown for this little idea, and I genuinely don't feel like I deserve it. Iron Lung is just an idea I thought was cool and wanted to try out, and I never expected it to be this popular. I've said this in the past, but it really does mean a lot to me that I can do stuff like Iron Lung, or Squirrel Stapler, or Dusk '82, and you guys are willing to give it all a chance and enjoy it for what it is, even when there are bugs, the visuals aren't the best, and they aren't Dusk 2.
And speaking of bugs... I just released Iron Lung patch 1.2 onto the public branch. This is mainly to address two of the biggest issues in the game: the resolution not defaulting correctly, and "The Jerma Bug" where you could accidentally hit a checkpoint while running into a wall, resulting in an effective softlock. So hopefully new players won't be running into any more gamebreaking problems.
Do what's next? Well... I plan on adding trading cards and achievements at some point soon, as well as some requested quality of life features like control rebinds and gamepad support. I'm considering the possibility of adding more lore-related stuff since people are hungry for that, but I'm not sure if I will or what form it would take. As I said, I do plan on revisiting the world in some fashion regardless. I'm not sure when since I tend to just do whatever seems like a good project at the moment, but... hopefully soon. A lot of people have requested a VR version, and I'm gonna consider that although I don't want to promise anything. Same with console ports. I'd like to port Iron Lung to consoles but I've run into some issues with porting my older games because of their short length, so we'll see.
Now... if you're new here, and are like "man I wish this guy made other games I could play" then have I got news for you! I've made a bunch of games, and hope to make many more! If you want to see everything I've done, and/or want to follow me to keep up with future releases, check out my Steam creator page
I've even got a handy bundle of everything I've self-published, if you want to splurge: