We’re very excited to reveal what we’ve been doing amidst all the updates up to this point. It’s the first part of our Season Pass and will be released very soon. Here are some of its key features which gives the game’s sandbox a whole new dimension with more replayability and new challenges!
Surviving the Aftermath: ”New Alliances” adds an in-depth layer to world map societies and a new, powerful rival faction as your adversary. Help your neighbours deal with new threats and gain unique rewards while uniting the wasteland under a single banner! Or use your specialists to conduct covert missions inside other societies for your own gain…
Form the federation Assist societies and complete requests to gain enough reputation to ally with them. Build embassies to unlock unique permanent bonuses and buildings for your colony. Help your alliance population grow and bring the wasteland on your side by forming a federation!
Rival faction A powerful opposing faction has taken an interest in your part of the world. Their control over societies grows every time you ignore or fail requests, so fight back by helping those in need or use specialists to reduce rival influence.
Covert missions Your specialists can now embark on covert missions within societies to steal resources or incite its population. But beware as the same tricks can be used against you! Build new protective buildings such as Surveillance Vans and Anti-propaganda Towers to defend against these attacks.
Roaming bandits and animals Bandits, society convoys and even animals are now active on the world map. Move out of their way or risk an attack. Raid convoys for loot or defeat bandits for loot and reputation. Hostile units can even take over your outposts, so be prepared to clear them out to resume production.
Working on new maps for early access in July, but I had to release one more demo first.
Complete list of changes:
-New text input window for world editor, etc. -Input windows now display text at the bottom ("How many do you want to drop?", etc). -Removed windmill from Lockdell Farms map (improved and saving for later). -Fixed color differences with water-grass shore map tiles. -Made HUD slightly transparent, rearranged main menu. -Added a bed to the Bandit Camp.
Thank you all for making LEAP's Early Access such a success! As promised we have a lot of updates to come and have been working tirelessly to get these changes made. Today we have some fixes implemented in this build as followed:
We've identified some performance-related issues on nvidia cards using dx12 configurations and have switched the game configuration over to dx11 in order to keep frame rates consistent.
There have been changes to some weapon balancing fixes in Special Operations mode on the incendiary rifle, plasma launcher, rocket launcher
We’ve also made improvements to some AI in Special Operations mode
Some users on AMD cards may find d3d12 was better for them in which case you can right-click the game in the Steam library, select properties and in the launch options add '-d3d12'
And the rest have been balancing, performance improvements, and some crash fixes as well.
Thank you all for your support, we're committed to making this game the best! If you have any issues at all, please feel free to let us know by LEAPing into our Official Discord: https://discord.com/invite/leap
WE ARE LAUNCHING OUR DEMO: June 13-20, 2022; 10AM Pacific
During this period you will be able to play the Demo of Monuments Flipper for free. This will be a great opportunity to gather your opinions about the game and make the final product even better.
All you have to do is visit the Monuments Flipper Steam page during the festival and there will be a green banner with the ability to play our demo!
Wanna know more? Join our Discord for more information! 👇
Today we have released update 1.6, which features more things to do, a lot of fixes, gameplay overhauls and lower game size. We have a lot of fun ideas for the upcoming year with claustrophobia, we feel that it was not released in a good state and we should not have done so. However, the game is now in a great state. Hope you all like the update and thanks for the support thus far!
FIXES:
- Removed ''E'' bug that would appear out of no where but did not do anything - Fixed Elevators at start - Added a clear indication of where to go in the start - Fixed tutorial pop-ups. - Fixed sound issues of monsters even though there are no monsters nearby. - Raised ammo for nailgun from 8 -> 12 - Changed AI-Mutant speed from 450 -> 350, 300 when end of chase. (This will make it much more easier to escape and hide)
CONTENT:
- Added a much more ''Claustrophobic feel'' This includes overhauled catabombs area, tutorial area for crouching at the start. - Added new scares & sound effects. - Overhauled PDW-K Machinegun sound effect, graphics and recoil for more realistic gun play. - Extended the game a bit more, with new cave area and a few more rooms. - Added more save points. - Added a clear note that you CANNOT deal damage to mutants with the nailgun.
The mobile version is the same as PC but it don't currently have items/cases - I am working on it and it will be included in 0.10.
Cross Platform.
Currently only for android sadly because an IOS version requires a lot more things to be done in the background and I want to keep pushing updates every 1-2 weeks and it will slow me down.
Patch notes of the 0.9.0.5 Update: [NEW] Dynamic Penalty System - It will track how often you leave active games and increases the penalty that you get with time. For example, at the start you will get no penalty then it will be 30 seconds then more. [Changed] Made the game look better when the shadows are disabled.
Great news: Ghost on the Shore is now fully compatible with the gamepad of the Steam Deck and all necessary adjustments for font readability etc. have been made. It also supports playing the game with gamepad on Windows.
- Fixed Shard Diffractor T5 Dazzler Module upgrade not working - Fixed press any key screen sometimes opening twice. - Fixed the Shard Diffractor Plastcrete Catalyst OC carving 5m radius spheres in Ice - too hot yo! - Reverted barrels to pre-nerf state - Fixed Beastmaster, Steeves are tamable again - Added information in the modding menu, shows if the mod.io servers are down
Changes: 1) Changed the color of the outline of the modules to a brighter one when hovering over the slots in the modding window for units and tools; 2) Centered tooltip text. Now the text is in the center of the panel; 3) Component production window - increased the size of slots and text in the recipe section; 4) Centered the text in the action confirmation window; 5) Disabled Inspect mini-menu button for buildings in tool mode; 6) The description of Titan technology has been corrected; 7) When disembarking, the area clearing radius has been increased by 2.5 times; 8) Build window - now when you open the left panel, the focus will be on the containers of the unit; 9) Now if the unit is not selected and we try to open the inventory, a message will be displayed that the units are not selected; 10) Spin window - visual changed, localization added; 11) The amount of resources required for research has been reduced by 20%; 12) Game settings menu - save section - corrected visual; 13) The size of the buttons in the main menu has been increased by 25%; 14) Technology tree - replaced by Titan and Steal; 15) Technology tree - replaced by Ore Clearing and Ore Mining; 16) Component production window - changed the background of component slots to darker; 17) Increased the coefficient of extraction of stone and wood by 10%; 18) Increased the coefficient of destruction of prop scenes by 3 times (200 units); 19) Removed the gray bar at the top of the screen for screens with aspect ratio other than 16:9; 20) Corrected the background on the location loading screen for screens with an aspect ratio other than 16:9; 21) Tile information panel - now temperature and humidity are only shown as values; 22) Save confirmation window - text changed; 23) Fixed the description of the mini-menu button - "select for loot" to "add to loot queue", similarly for the destruction button.
Added: 1) Added tips for the main buttons (Back, Home) in the main menu and buttons (Play); 2) Component production window - added localization of capital text; 3) Added a button to call the settings panel on the Location Map, now you can hide or show icons on the Location Map; 4) Build window, settings section - a new control panel has been added for the Center building; 5) Added the ability to hide or show resource icons on the location through the Center panel in the construction window; 6) Added recipe and cleaning sections for items in item tooltips (if an item has multiple production recipes, they will be selected randomly); 7) Panel of information about the tile - hints are added for indicators of temperature and humidity when hovering over them with the mouse cursor; 8) Now it will be impossible to open a unit's inventory on the "I" key too often (delay of 4 seconds);
Corrected: 1) Fixed typos in the text and localization; 2) At the first start, the maximum screen resolution will be forced; 3) Fixed a bug when after double-clicking on a building, then double-clicking on a unit (to open the inventory) in the inventory in the unit view window there was a white panel; 4) Fixed a bug when in the preset loading window it was possible to call a hint on the "delete preset" button, although the button was inactive; 5) Fixed a bug when in the inventory, when calling the tooltip for the "additional tool required" icon on the slots of the unit's modules, an additional tooltip of the item was called, which was overlapped by the tooltip of the icon; 6) Fixed a bug when the hint could get out of the screen too far; 7) Fixed a bug when a unit was unselected when the left panel of the construction window was open and the left window did not close automatically; 8) Fixed a bug when in the settings menu, in the "save" section, the time of the last save was shown incorrectly; 9) Fixed a bug in the item production window, when in the recipe section, in the production time panel, the time was saved and shown only for the last hovered slot, and not for the selected one.