+Added new Assault Rifle ACR +Changed interact icon from "E" to "-Interact" +Interact icon now displays for harvests & light monuments +Increased Food Spawn +Fixed Bug where zombies would phase through destructibles +Fixed Navigation on Bluffs +Added more loot drops to Bluffs +Fixed Navigation on Port Gardener +Adjusted Map proportions of Port Gardener +Rebuilt occlusion of Port Gardener +Increased Thompson Damage +Increased USAS12 Damage +Increased Super Shotgun Damage +Increased M60 Damage +Increased FMG9 Damage +Increased Evo Damage +Increased G11 Damage +Increased G11 Bullet Velocity +Increased Critical Hit Chance for M1 Garand +Increased Critical Hit Chance for Five Seven +Adjusted UI scaling +Increase loot drop chance for tier2 weapons +Fixed bug where melee when switching could break the melee weapons
Note from dev :
Welcome all new players to VU! If you encounter any issues feel free to use the dedicated community threads to reach me. A bit of you have already been doing that and I appreciate it! It has helped out a lot. Sorry for the delay on releasing this first community update. I got very sick last week due to new allergies. Had to take a covid test just to be sure, thankfully came back negative. I'm switching gears to prep Spryward for issue 1 dropping this month. I will be releasing Spryward 1 issue at a time starting this month of May! Spryward will kick off 2 years after the finale of VU. If you enjoyed the work I've done here with VU consider continuing the story by wishlisting Spryward.
TOASTY: ASHES OF DUSK SUCCESSFULLY FUNDED OVER 400%!!
WE ARE FLOORED!! We would have NEVER thought we would've gotten this far and it's because of ALL OF YOUR LOVE AND JUST BELIEVING IN US. We truly appreciate it. We raised $105,536 for Toasty: Ashes of Dusk. We will be able to make the game that we want to make!
WHAT NEXT?
Most immediately, we're going to sleep for like 24 hours straight (believe me, we need it!) - after that, we'll begin organizing things like setting up the backer surveying and fulfilment tracking. This will likely come in the form of a service like PledgeBox or Backerkit, and we'll let you know more once we have a solution. And then, of course... making the game itself!
You'll be able to look forward to at least bi-monthly update posts on Toasty's progress and what we're working on, and you'll also be able to see more regular sneak peeks/clips of particularly cool or WIP things on our Twitter. We have no intention of disappearing, and with the production assistance/management that our friends at Top Hat Studios are providing, you can be sure everything will be done to make sure Toasty is THE GAME that lives up to your expectations.
It really does not matter if the game is rogueLIKE, rogueLITE, or something in between. We know it can be confusing. 🤔 Nonetheless, till 9th May we’ll be celebrating everything “rogue-” oriented 🗡️🔫.
What’s more, Star Drifters published previously Danger Scavenger, a skyscraper 🏢 futuristic roguelike. In terms of the setting, it’s not too far away from the dark wastelands of the planet inhabited by alien monsters 🌑.
We’ve got a lot to celebrate 🎉. <snares 🥁>…
Lumencraft is featured in Going Rogue Fest by Steam. But wait, there’s more 👀!
Get a -15% discount on two great games, buying Lumencraft with Danger Scavenger in Star Drifters Roguelike Bundle!
Remember - if you bought one of the bundled games before, you can buy the “second half” of the bundle with the same discount without paying for the game you already have. 💰
Get the Star Drifters Roguelike Bundle here Anyway, who doesn’t like a nice discount? 💸
The Riftbreaker x Lumencraft Bundle is still available - by buying it, you get -20% on both games. It is what it is - and the situation kinda looks like this meme:
Did we say that “rogue” can be confusing? Yep, it looks like we did - but in fact, it’s not. 🤫 Last, but not least…
A first major update to Lumencraft is almost ready - what’s more, we’ll add another language to the game’s menu.
If you enjoy Lumencraft, please share your opinion with others. How should you do it? It does not matter - the choice is yours. It’s just a friendly request - nonetheless, we will be grateful.
Before you start celebrating Going Rogue Fest, give us a “follow” on Steam⚙️, join our Discord 🎧 server and follow us on Facebook 👍 and Twitter 🐦
Hey all, Super Crome is 40% off for Steam's Going Rogue event!
I originally intended to pair this sale with a substantial update, but I soon realized that more work needed to be done before it could go live. While I can't push the latest changes just yet, I can however preview some of the features to come in update v0.3:
- Revamped random wave system (streamlined levels removing any lulls in gameplay unless intended) - Redid enemies to more closely fit newer bosses - Normal and Hard difficulty is now reflected during the levels and not just the boss fights - New scoring system for both Normal and Hard modes (the current leaderboard will be archived, but forever immortalized as an in-game menu) - Weapons and Passive Abilities: While not finalized, the player will obtain new weapons and passives (e.g. Charge Shot, Homing Missiles, Drones, etc.) by defeating enemies/bosses. Most weapons will also be upgradeable, increasing their damage output.
There's still a ton of work that needs to be done for v0.3, but I'd expect it to drop sometime in June (late April if things go smoothly).
This update contains a lot of battle fixes and a first step in our goal to reduce the amount of RNG from skills and conditions. We will continue this process in upcoming patches. In online battles the next Ranked season is now opened, leaderboards of previous seasons will be added in a future update.
MacOS savedata location has changed
In the process of fixing the MacOS Steam build not being able to connect to CoroNet the save location on MacOS needed to be changed.
To import your savedata choose one of the following instructions (make sure the app is closed): A: With Finder Open Finder Hold CMD + SHIFT and press G Paste ~/Library/Containers/com.tragsoft.coromon/Data/Library/Preferences/ in the textbox and press enter Right-click on com.tragsoft.coromon.plist and click on “Copy” Press CMD + SHIFT + G again Change the textbox value to ~/Library/Preferences/ by deleting the “Containers/com.tragsoft.coromon/Data/Library/” part in the textbox, then press enter If there’s already a com.tragsoft.coromon.plist file there, rename it so you have a back up Hold CMD and press v to paste the copied file
B: Or with Terminal Open Terminal and execute the following command cp ~/Library/Containers/com.tragsoft.coromon/Data/Library/Preferences/com.tragsoft.coromon.plist ~/Library/Preferences/com.tragsoft.coromon.plist
Glitches/Crashes
If you experience graphical issues or crashes, here are three solutions that seemed to help for a number of players.
Run coromon.exe as administrator by navigating to Steam's install folder and right-click on the coromon.exe file, then select “Run as administrator”. By default the installation folder is C:\Program Files (x86)\Steam\steamapps\common\Coromon
Disable Discord overlay
You can disable the overlay by booting up Coromon, navigate to the settings in Discord and then click on Activity Indicator. There you can disable the overlay just for Coromon.
Fixed issues
Fixed a number of typposs in multiple languages
The Purrgy no longer lingers right before Illuginn
Fixed a number of milestones unlocking in online battles
Fixed a softlock when Vørst would freeze a Coromon holding a Crany Fruit
Fixed the gem buyer not taking all gems at once
The Scan Module blink now always appears on the highest layer
Players can no longer walk through the Trainer Hub tiles in Alavi
Agility Training now raises 1 stage as intended
Withdraw now raises 1 stage as intended
Players can no longer interact with trainers while in a minecart
Skills that require a charge now correctly retarget if the opponent switches out
Zen Cure now cures a percentage of 15 instead of a flat rate of 15
Ghastly Nap now targets the enemy team instead of a single target
Fixed floor switches in the Pyramid of Sart when the player got hit while a wall was moving
Bren can no longer eat cakes
When Bren is Potentiflated to a higher Potential category and evolves, the correct database entry is unlocked
LuxLure no longer cancels background music
Changed the “Always Run” setting to “Always Sprint” to prevent confusion
Fixed Thorbjorn from walking into the player when giving him carrots from the tile north-east of the snowman
Updates
Added (skippable) credits after game completion, and made them available in the settings menu once the game is completed
The game now saves after editing an online Squad
XP earned is now shown in a single overview instead of for each Coromon individually
Added additional hotkeys:
1-3 = Use bound Item
4 = Use bound Trait
Numpad 1-6 = Select specific Gauntlet Module
Numpad +/- = Next or previous Gauntlet Module
The available Coromon overview in the world map now shows 2 rows of Coromon
Precision Punch has a 50% chance to raise crit chance instead of 100%.
OHKO skills no longer benefit from type proficiency bonus.
We disabled the ‘Any’ preference for Casual Custom battles in CoroNet for now, until this works as intended in our backend
Cat Scratch is now a Ghost type skill
Dark Magic type now has its own type icon
Vørst now removes buffs from the player’s Coromon once he regains his fighting spirit, and prevents the first hit on him from doing more than 10% damage.
Chalchiu now has a seconds phase where she removes her stat nerfs and status inflictions
A sound is now played when an opponent is found on CoroNet
Less Coromon can learn the Dirty Snow Skill Flash
Transcending skill now resets after any move, instead of just after skills
Fruits which increase Skill damage now do 1.5x damage instead of 2x
Prepared Trait now shows an indicator when it triggers
Wet Coat Trait now shows an indicator when it triggers
Some Traits now trigger when entering the battle instead of the start of a round.
Ball of Darkness now has 25% chance of increasing Sp.Attack instead of 50%
Heatwave now also prevents and removes freeze condition
Sandstorm now raises Accuracy and Crit chance (instead of Accuracy and Evasion) for sand Coromon, and no longer lowers stats for non-sand Coromon
Snow weather no longer randomly freezes in online battles
Sleep now has a 40% chance to last 1 round, 40% chance to last 2 rounds, and 20% to last 3 rounds
Freeze lasts 2 rounds, instead of at most 5
Hazy lasts 4 rounds, instead of 3 - 5
Splash Spinner can now be bought in Alavi
Platinum Spinners can be bought after reaching Ixqun
Dream / Trick / Heal Spinners can be bought after reaching Darudic
Stinky Disc and Fear Disc can be bought from shops after reaching Pawbury
Smart Gem can be bought from shops after reaching Vlamma
Lazy Gem can be bought from shops after reaching Alavi
It's been nearly a month since our last update post, but the longer wait was only because I've been working on Aquamarine's biggest update yet. The v1.1.0 patch is the result of an extensive QA audit, months of community feedback, internal playtesting, and preparations for console porting. I think you'll find the gameplay experience more polished and immersive than ever before.
The biggest headline here is that Aquamarine now offers full gamepad support, specifically for PS4, Xbox One, Xbox Series X, and other third-party gamepads. But that's far from all that's gone into this update. Check out the extensive list of what's in v1.1.0 below.
v1.1.0 Patch Notes
Added gamepad support for PS4, Xbox One, and Xbox Series X controllers, as well as third-party gamepads
Balanced resource collection and spawning mechanics for each difficulty; playing on "Normal" no longer results in a large surplus of energy and food
Balanced plant spawning mechanics to align more with the environmental cycles
Tutorial now continues from where the player left off if the game quits during the tutorial
Cursor now becomes unusable during cutscenes and loading screens
Decreased time between the player turn and the creature/environment turn
Rewrote and removed some of the pod hints
Added another speech bubble prompt to an environmental puzzle
Fixed a bug causing a soft-lock when the pod is attacked by a Grabber creautre
Fixed a bug causing whirlpools to not always trigger their effects
Fixed a bug causing clouds to not proper de-spawn in The Coral Woods
Fixed a bug causing items to disappear off the island if the player never built the driftwood shelter
Fixed a bug causing the pod scanner to not trigger when charged
Fixed a bug causing creature corpses to not spawn properly
Fixed a bug causing some items to not immediately leave the inventory when used in the island garden
Fixed a visual glitch causing the power meter in the island mod menu to not properly update its color when overloaded
Fixed a visual glitch causing the pod sprite to flicker with a certain upgrade enabled
Fixed a visual glitch causing text in the game ending to be hard to read
Made a variety of other small visual fixes and tweaks
Trust me when I say that list isn't even everything. And of course we're still always on the lookout for any more issues. The quickest way to report a bug and have it fixed is through our Discord.
Last but not least, I wanted to let everyone know that the official Aquamarine OST is now available on Steam! This incredible soundtrack was written and produced entirely by our composer Thomas Hoey, and the work he did turning the game music into these 17 ambient pieces is just gorgeous. Please give it a listen and consider picking up your own copy on Steam.
Welcome to the 2nd State of the Village update, where I talk about how things are going with Village Monsters, as well as what's coming next.
To summarize the past month: the launch of Village Monsters was a supreme mess, and I've been trying to make things right ever since.
However, I soon realized that releasing hotfixes every few days wasn't working - there were simply too many big problems to fix things in piecemeal way.
I needed to change my approach. So I took a step back, regrouped, and began work on a larger, more comprehensive patch.
Village Monsters v1.1, which I've been affectionately referring to as the Let's Try This Again Update, is the result of these efforts.
What's Coming in v1.1?
First and foremost, v1.1 will fix the multitude of bugs that have been reported since launch. Some of these bugs were preventing entire features from working, so it's been a real big effort.
Next, I've gathered up all your feedback and have incorporated as many suggestions as I could. Expect many new quality of life changes, such as improved gamepad support, more sensible energy and time management, and more.
Finally, a number of last-minute things cut before launch have been re-added back to the game.
In short, Village Monsters v1.1 represents a complete do-over of the previous embarrassing launch.
When is v1.1 Coming?
News regarding Village Monsters v1.1's launch date will be revealed within the next two weeks. Look for an announcement as I get closer to the actual date.
---
it's been a messy year. A combination of technical issues, naivety, supremely bad luck, and good ol' fashion developer incompetence has lead me here.
I can't redo the terrible first impression I made, but I can make sure to do things the right way going forward.
I hope the results speak for themselves when you play v1.1.
Countess in Crimson is finally ready and will be available in Steam Early Access on May 18.
We decided to launch in Early Access first in order to smoothen out the experience and resolve any issues we might have missed internally.
The game will contain all full release content (unless we decide to add more content during the Early Access period) and will be fully playable with only some quality of life features possibly requiring additional work. Some changes may also be made based on player feedback.
There is also a full trailer now available on the store page. Be sure to check it out!
I'm excited to announce updates coming to our parkour area. We added a second level, and a leaderboard to track your times. The new stopwatch will display your time as you play. I'm excited to see what speedrunners can do on these courses!
Blue Room - new parkour map with multiple sections and more challenges.
Leaderboard - compete with your friends, your lobby, and the world for the top spot on the leaderboard!
Red Room - Visual update and new leaderboard
Enjoy the new update! We are always open to feedback and ideas so let us know what you'd like to see next!
To tie in with the Going Rogue Festival on Steam there is a new Demo...
There's a new persistent realm to go with the randomness of the dungeons which will contain NPC's for you to interact with and receive side quests. There is also an early preview of the Wizards lab where you can use items you find in the dungeon to help you on your journey.
Its still under heavy development but hopefully there will be some news on a full release date in the next couple of weeks.
If you have any feedback hit me up in the Steam Community forums.