Maytroid. I swear it's a nice game too - pixelgreeds
If you are going to play, it’s recommended to start a new profile.
Perhaps the most important thing is the fixes for 144Hz: -There are now no problems with the controls of Spirit form on 144Hz monitors - everything is playable and works as it should. -Explosive projectiles on 144Hz now behave correctly too. -The room with the cubes is now beatable on 144Hz. *Yes, I did not have a 144 Hz monitor, and the tester who had it, apparently thought it should have been like that, sorry.
-There are no disguised spikes in the early levels. -New hints that were really needed. -Early zones have become more player friendly (not dumber or duller, just more friendly). -The 1st (recommended) boss feels like first now. -Last boss is still the strongest, but a couple of moments that were too harsh have been tweaked.
-Collecting all the hidden pictures now has an indicator (how many you collected/remain), and when you collect them all you get a double jump (it does damage and refreshes when bouncing off enemies). It makes the player too strong and extremely mobile, but it's a good reward for those who want to collect everything. -The previously closed winter room in the upper right corner of the map is now "Endless Arena!" for honing your acrobatic and combat skills. -There are new upgrades hidden on the map.
And most importantly – I’ve changed the logo picture, hahaha. Thank you for your attention =)
The price of the game has been reduced to 4.99, and I am moving ahead with updates. First one will come May 17th, second May 27th, and the third June 8th.
Today's update includes an all-new advanced settings menu, bugfixes for first person gameplay, optimizations, and other tweaks.
Weapons
M42 Vindicator: Increased Sarge's Vindicator Damage skill from 2 to 3.
X33 Damage Amplifier: Now applies 1.1 seconds of damage buff per pulse, unless the amp would expire sooner, so damage buff pulses overlap.
AVK-36 Marksman Rifle: Zoom can now be toggled even if the gun is not ready to fire.
IAF Medical Amplifier Gun: Fixed the reload button causing this gun to lose its ammo.
IAF Medical SMG: Bots will switch away from this gun if they are trying to heal and have no secondary ammo.
Translations
Dedicated servers now load a translation based on rd_dedicated_server_language. This is currently used to translate the challenge name in the server browser.
Made several strings on the HUD translatable.
Updated Chinese translation.
Small update to French translation.
Updated Korean translation.
Campaigns
Jacob's Rest: SynTek Residential: Fixed director aliens being able to spawn in the elevator shaft.
Tilarus-5: Yanaurus Mine: Replaced almost 500 dynamic props with static props for better performance.
Tilarus-5: Yanaurus Mine: Optimized lighting.
Tilarus-5: Forgotten Factory: The second generator now requires the first generator to be on before it can be hacked.
As we arrive closer to release, we have a few more final updates that will make their drop!
We have been brainstorming and thinking about a new Realm Boss that all of you will enjoy going against in battle. You've given us really good insights on Discord and in our recent poll. So now, we decided to take it a step further with this open-ended survey. We wanna hear your CRAZZZZZY ideas!
What kind of boss would you like to see and fight?
It can be something completely different and crazy! Perhaps a certain archetype you have yet to come across in your adventures?
Share with us your thoughts and ideas. If you've got tough and exciting mechanics we can give to our boss, please drop them in the comments below ^_^ We can't wait to see what your creativity can bring!
There will be two more endgame areas arriving to Sky Imperium, each featuring unique rewards to strive for upon completing your adventures.
Sciencer's Trial A solo challenge that will test your mettle. Survive every round of the challenge with the chosen hero to obtain special variants of Augur Orbs that can be applied to Helmets, Gloves, and Boots to grant power ups to a hero's skills.
Fathomless Depths Once a prison, then a convenient dumping ground for failed experiments. Now, untold horrors live in its darkest depths. It is a procedurally generated dungeon that players can explore, building up the final reward by visiting certain nodes as they venture deeper into it.
If you have any questions or suggestions, feel free to reach out to us through our Steam Forums or chat with us on Discord. We love engaging with the community.
For more updates, please do follow us on our Steam page! Your support means a lot to our team. Gordian Quest is slated for a mid-2022 release. Thank you!
• Added NIGHTMARE BOSSES: Radiant Amarok, Gilded Efaunt, and Blighted Chizoar! • Each nightmare boss has a rare drop for a UNIQUE CAPE! In other words, there are 3 new capes to collect from nightmare bosses! • Boss Tasks are now completable, since they require Nightmare boss kills! • Added the PLAYERS button, so you only need to click 2 times to swap player instead of 3! It replaces the old CHAT button, next to MENU. • CHAT button now takes the form of a small speech bubble icon in the bottom left, which can be turned off in Options. • Added "Lava's Early-Game Guide!" to help out new players. Honestly if you're reading this, you'll never actually encounter this feature, but I figured I'd let you know regardless!
Quality of Life Additions
• Added a timer to show when the next Dungeon Happy Hour will be! • Added Join All & Invite All buttons to Party Dungeon Lobby, to make grouping up easier! • ALL mini-bosses now have mega HP bars! This includes world minibosses (baba yaga, king doot, etc) as well as Dungeon bosses (grandfrogger, snakenhotep, galaxicus) • Changed Cacto Jones' quest dialogue (world 2 main questline) to entirely revolve around Efaunt's powers of cerebral corruption, just like how World 1's quests entire revolve around investigating Amarok's rampage through the jungle and forest. • Tasks in Quick-Ref now jumps straight to the world you're on. I.e. If you check tasks from Quick-Ref in World 2, it'll go straight to W2 tab instead of W1 • Slightly changed the position of several Lab Bonuses / Jewels, as to prevent random Lab Line-Breaking • Copper plates in cooking are now much more coppery coloured, as to make Gold plates stand out more • Disabled "x2 tap on player to open info" when in dungeons. There's never a reason to see someone's info IN a dungeon, and it was kinda annoying. You do NOT need to re-enable it when leaving, it doesn't actually adjust your options or anything. • [HARD RESOURCES] card category is now properly ordered: ores, logs, fish, bugs, critters, souls, in that order!
Bug Fixes
• Edited the description of the Purple & Green "Tool Power" bubbles to include that they also boost worship skulls & Traps respectively • Fixed an issue where players couldn't buy the last 2 jewels from the gem shop no matter how hard they tried • Fixed a Statue issue involving the golden "family shared" bonus not working in very specific, rare situations. 🗿 • Made it so you can replay Mining minigame if you leave the ore pile without having to re-enter the map. This isnt a bug -- I actually had it custom coded to require you to enter the map, as anyone whose seen the code could tell you -- but I figure it comes off as unintentional and have since changed by mind on the whole thing, hence the chance.
Finally, we are here! ːsteamhappyːWe are very excited to present the new game Sinister Night, made by a group of experienced producers that are addicted to Horror reasoning games. We hope that once you play the game, you will be obsessed with our spin on the genre.
Sinister Night is a multiplayer, social deduction horror game combined with betrayal. Eight streamers came to an abandoned Gnostic school where a terrible murder happened, yet two of them have been possessed by the Corrupter. Once the Scarlet Dream started and piercing screams split the air, one player was lying in their own blood. Hidden under the Ghost, is it Satan incarnate or a wicked witch? Wraiths that died miserably are still wandering around in this school. They will tell you exactly what happened here. Find the Offering that stops the evil rituals, or execute the Corrupters hidden among you. Save your life from your destiny as the "Last Supper."
In the following weeks, we will constantly release more content and new features. We want to also keep you updated on our plans. If you have some feedback for our game, feel free to contact us at the following social media pages. We are looking forward to the communication, and we really hope that you will enjoy the game as we do.
This is the rough finish of the primary game loop for the second playable character, "The principal." There are still many things left to do like texturing, polishing, battle against the heavy bot, and playing on the highway, but I'm going to move on to deal with the stage things and then back to this.
Increased Shield HP Reduced Handle tracer size for Greatsword and Zweihander Fixed Deathscreen not showing proper Weapon names Added Enemy Ping to Deathscreen Hosen protects Feet now Reduced Max Rotation with Slashes Reduced Parry Window by 25 ms Healing Wells now have Compass Markers Teammate Indicators are Yellow for Teammates now Extended Parrybox is smaller now Improved Movement prediction reliability Shield on back now properly hides when you equip it Fixed Emote menu persisting sometimes after death Fixed Stamina sometimes not regenerating Fixed Duplicate Entries in Loadout menu Fixed Input being defaulted constantly Reduced Release timings of many weapons Increased Time limit on Training map Improved player spawning logic to be more optimized and reliable LTS now properly gets rid of Lootbags between rounds Ping compensation now averages between attacker and defender Early Release window for Bashes and Kicks is now the old value Fixed issue with Always Run sprint handling Parrylockout is now skipped while Flinched Fixed up VOIP connection issues