We hope everyone is having fun building their camps. For us at Abylight Barcelona it's been awesome to see so many people playing the demo and sharing their impressions on our Discord and on the Steam forums.
Thank you so much for your passion and support!
We have a surprise challenge to spice things up now that we are midway through Steam Next Fest.
A Treasure Hunt!
We've hidden 5 easter eggs outside the walls of your camps. These objects don't belong in the camp and can be hidden anywhere outside the construction area. Let's see how many of you can find them!
(Hint: they're objects any gamer would recognise ;) )
The first 55 hawk-eyed players to achieve it will have their names immortalized as recruits in One Military Camp! And the top 5 will also have a nice commemorative plaque with their name inside the camp museum :)
Thank you to everyone who has played FOUNTAINS in the first week! I'd like to announce that the Kickstarter for a full version of the game has launched! If you enjoyed the demo, please consider supporting the development of a full game.
By the way, a patch of the demo is underway, which will fix some of the initial quality of life issues. For example, an option to skip the opening animations, to turn off screen-shake, etc. Most importantly, this patch will add a dog-petting animation, and a counter for how many dogs you've pet!
The 8 Sins: New Hell Order - Piotr Sowa Omegan's Domain
Sorry for the late, adding a new option for the AI player was time-consuming, also I was trying to set the game from x86 to x64 but something is messed up, so it is still x86.
= V 1.0.14 =
Miscellaneous:
- the minimap background is set to black;
- the level up window is refreshed;
- combat screen: when experience is shown, the icons on the portrait will not be painted;
- the icon field of the selected creature in the recruitment window provides information about the type of unit after right-clicking;
- when the game is started, a commander who has health-enhancing items has a health value equal to the one that was lifted (it is not shown as a wounded unit);
- when the exchange mode is active but the party does not reach the goal, it is automatically turned off;
AI:
- can exchange items between parties and cities before he decides to sell;
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Now when I added the last important game mechanic for AI players, now I can again fight bugs and slowly improve the AI level until the major update will came.
As for the future major updates, I was wondering what if:
Also, I found some concepts of the increasing size of terrain graphics, maybe for the incoming prototype (that will show new battle mechanics) I will also try to put them to see how it's gonna work?
Hello, Tamers! Welcome to the fourth day of our Golden Week, a golden celebration of 1.0 content and improvement. As the week ends, we're ready to bring out the big guns: today we'll be talking about the very rumored, very expected Tamer's Paradise, as well as Feathers. This content is planned to arrive right with 1.0 launch, and today, for a change, I have no disclaimer to make.
Let's dig in!
Welcome to Tamer’s Paradise
Been spendin' most their lives livin' in the Tamer's Paradise... In the 1.0 patch, we’re introducing the last island in the Archipelago: Tamer's Paradise (also previously referred to as the endgame island). This man-made resort will be the delight of the most experienced Tamers, holding new activities and a whole new economy with more reliable rewards.
Your way into Tamer's Paradise will be tied up to a new quest you’ll start after the credits roll (if you have already progressed past the credits the quest will be right there automatically). The resort will feature six “weekly” (more on this later) new activities represented by six facilities. We still don’t have definitive names for the activities, so we’ll explain them with their “prototype” names.
Archtamers: After completing the Archtamers' side quest, all four of them will move to a new facility and you’ll be able to rematch them on a weekly basis. This is pretty similar to the current Dojo Leaders Rematches… with a twist. In order to defeat the Archtamers, you’ll need to defeat all four of them consecutively, all while using the same competitive team. Your team will be healed in between matches, but you won’t be able to change any Tems or gears. Best of luck, Tamers!
Draft: Forget about your current Tem squad. In this activity, you’ll need to create a new four-Tem squad from scratch and constantly adapt it! You’ll be presented with 4 Tem choices and 4 gear choices. Once you make your selection, you’ll be presented with another 4 Tem and gears… repeat this until you have four geared Tems in your squad and you’ll be ready to start battling rivals (which will also feature draft selected squads chosen by the AI). Each time you defeat a rival you’ll keep one of their Tems and replace them with one of yours, and then a new, stronger rival will appear. How many rivals will you be able to defeat?
Tower: Similar to the Draft activity (in fact they share the same facility!), except in Tower you’ll be able to carry on with your own Tems, with a few exceptions. The Tower will feature a list of banned Tems which you won’t be able to use. This list will be changing on a weekly basis so you’ll need to constantly adapt your team. After your team is formed, the structure is pretty much the same as with the Draft activity: defeat an endless array of increasingly difficult rivals and get juicy rewards on the way.
Wild: A similar infinite-increasing-difficulty-destroy-everything-you-can activity, but this time featuring untamed Tems. Instead of walking through the grass looking for encounters, Tems will constantly swarm you without letting you leave the battle. You will be able to enter with your squad, but you’ll only be able to use a certain amount of items in the activity. You’ll also have bonuses applied and these will change weekly.
Roguelite: Explore an ever-changing dungeon that will be randomly generated each time you enter. Start from scratch by getting a starter Temtem and explore the dungeon, getting new Tems and items as you progress. Will you be able to reach the end?
Lair: Last but not least, we’re introducing a new activity related to the current Lairs you know. Instead of requiring a 5-man party, this activity will require playing cooperatively between just two players. You start by choosing a “target” Temtem species, and completing the Lair will grant you an egg from that species. Any Tem but Anahir and the Mythicals can be selected! Also, players will be able to tweak several difficulty modifiers (how many gems will they need, how much healing the resting nodes recover, etc). All of these modifiers will change the prize egg, increasing its SVs, egg moves, and even luma odds. Bigger risk leads to better rewards. but try not to bite more than you can chew!
We’ve read a lot of feedback on how repeating activities infinitely can lead to too much grind and a bad overall sensation of the activity, but we know these activities are going to be fun and many of the most dedicated users will want to repeat them, so for Tamer’s Paradise we’re trying a different approach:
Each activity will require a token you’ll need to spend to access it. Every user will get 5 tokens freely each week (one for each activity, since the Archtamers one will be left out of the token system and will instead be a regular weekly-based activity like Dojo Rematches) which will let you run each activity for free once. Activities’ rewards are balanced towards only running them once per week, so that should be enough for most users. However, tokens will be up for purchase using Pansuns for those who are super dedicated and want to spend some extra time in Tamer’s Paradise and convert their Pansuns into new rewards. Tokens don't expire, so you can save yours to use in whichever way you please.
Speaking of rewards, Tamer’s Paradise will also hold a Shopping Center with new cosmetics, furniture, and useful items for all kinds of Tamers. However, your Pansuns aren't worth anything here. Instead, you’ll need to use a new currency that will be granted in all Tamer’s Paradise activities, and beyond. Its name? Feathers.
Feathers, a new currency
We’ve been wanting to include a companion or counterpart currency to Pansuns for a long time. We wanted this currency to be one that is more limited in quantity but that allows purchasing more exclusive items for the most dedicated tamers. And Feathers are that currency!
Starting on 1.0, players will be able to acquire Feathers in almost every activity, both new and old. Every activity in Tamer’s Paradise will grant a good chunk of Feathers depending on your performance, and every current activity in the game (say fishing, postal service, ranked matches…) will have a fixed amount of Feathers added to its reward pool.
Our goal with Feathers is to limit the RNG factors associated with getting rewards. Apart from getting them in a more predictable way, you’ll be able to spend them directly purchasing the reward you want to get. Which leads us to our next point: what can Feathers net you?
Aside from featuring previously unavailable cosmetics and housing items (like a new exterior look for your house), Tamer’s Paradise Shopping Center will feature some items that you will be able to purchase directly using Feathers:
Radars: Instead of praying to the RNG gods for a lovely Kaku radar, you will be able to choose and purchase the radar you want. The species' appearance rate will impact the price of the radar, making the rarer Tems more expensive so we don’t devalue them too much. With this, we’re also reinstating the rare radars (aka 5% and 10% Tems). We know how much you’ve missed them.
Telomere Hotfixes: Let's say you've run 20 lairs and you’ve gotten all of the possible hotfix types with the exception of an Attack one, which you'd need to perfect your precious Luma Temtem. What happens then? We’ve got you covered. Now, using Feathers, you will be able to purchase the hotfix you need!
Telomere Hacks and Bugs: Less relevant than hotfixes, but still useful. You will be able to purchase Hacks directly, and we’re also introducing the concept of Telomere Bugs — a new Telomere item similar to Hotfixes, but instead of increasing an SV from a Temtem, it allows you to subtract it.
Essences: You already know about candies, fruits, and smoothies, but now we’re introducing a new tier: essences! Fruit essences will add 100TVs to the stat of your choice.
Learning Aid+: On top of all the changes already revealed on experience gain, we’re introducing a new, improved version of the Learning Aid which will be purchasable with Feathers. This new booster will give x3 the experience, as opposed to the x2 experience from the regular one, and it will also last 60 min instead of the 30 minutes that the regular Learning Aid lasts.
Soulbinders: The already mentioned mysterious and expensive new item that allows you to soulbind a Temtem, making them untradeable but letting you apply hotfixes to it even if you're not the OT! You'll be able to obtain these through Feathers.
That's it for today, and we hope you're super excited to visit the Tamer's Paradise and experience all these new activities! We'll see you tomorrow for our last post of the week, talking about economic improvements, Kudo rewards, and the last Backer route!
Firstly, A BIG HELLO AND THANK YOU to anyone taking the time to read this!
If you don't know my name is Mikey and I'm a one-man indie developer, surprisingly I had developed the original release of the game on a laptop that was old and was barely over 720p in resolution, since then I have managed to update my hardware and work on it again.
So anyway, I returned to Giant Bear Rampage to give it a new coat of paint for the 3-year anniversary! 🐻 @GameDevMikey is my twitter handle if you want to get in touch.
☢️ Small Example of the Level Design Improvements! 🐻
🐻 Here is the list of all updates and Improvements ☢️
- Lighting Changes on Levels - Updated Destruction Physics - Updated and Improved Landscape Materials - Updated Damage Overlay Artwork - Updated Damage Functionality Artwork - Improved Intro Level Area - CheapCo Toxic Waste Pipeline - Main Menu Buttons Improved - Game Over Screen Improved (Buttons + Snark) - Level Completed Screen Buttons Improved - Improved Rubble Smoke and Destruction Effects - Improved Rubble Mesh and Materials - Improved Health and Energy Bars - Upscaled Selected Power Icon - New Level Geometry Added - Shotgun Police Officer Tweaked Damage Effects - New Particle Effects (Dust and Toxic Waste) - Pause Menu Improved - VR Launching Glitch Fixed - Fixed Level Exit "Continue Playing" Issue - Fixed Achievements for Plasma Damage to Trees - Beating Level on Higher Difficulty Unlocks Lower Difficulty Achievements - Improved Shotgun Projectile Damage Registering - Improved Machinegun Projectile Damage Registering - Tweaked Level Exit Text Size - Tweaked Menu Background Image Scale to fit screen 100% - Cheat Code "Pick Ups" added to levels 1-6 for the player to find! - Slightly Tweaked Mutation Point Locations - Tweaked long range aiming reticule brightness to reduce bloom - Explosive Plasma Attack, Visuals Improved and Damage Effects - Gravity Vortex Attack, Visuals Improved and Damage Effects - Altered cost of gravity vortex super power attack - Plasma Sphere, Visuals Improved and Damage Effects - Inflation Ray Improved Visual Effects - Rapid Fire Lasers, Improved visual effects and added impact effects - Added Flamethrower smouldering smoke effect - Fixed Freeze ray highlighting arrow above dead enemies - Level 2 modified landscape meshes and tweaked lighting effects, increased civilian count - New Sound Effects added for Lamp Post destruction - Rubble and Impact sound effect volume levels improved - Plasma sphere super power sound effects improved - Added new rubble impact sound effects and improved old ones - Matter Orb super power impact sound added - Fixed justification of confirmation box text - Level 3 modified landscape meshes - Level 4 modified landscape meshes and tweaked lighting - Added more mutation points to Level 4 - New dust and smoke effects added to building rubble - Improved scoreboard and score tracking system for readability - When current level goal is achieved, scoreboard colours change for readability - Updated super power names in menu and super power overlay - Improved Confetti converter super power particle effects - Improved bullet collision logic for machinegun enemies, bullets do not pass through obstacles - Improved shotgun shell collision logic, buckshot does not pass through obstacles - Improved visibility and material for "Enemy Highlight" markers - Added new impact shockwave effects for Matter Orb super power attack - Fixed Confetti converter arrow above enemies after attack - Loading Screen Z-Order fixed - Plasma sphere super power effect recedes instead of despawning - Tornado super power visual effects, particles and mesh updated - Tornados are able to rip up trees out of the ground now - Super power Iceberg visuals improved - Added to Player HUD to track remaining mutation points on current level - Improved Mutation point positioning in world and fixed location glitch
☢️ User Interface and HUD Update Comparison Images! 🐻
🐻 Updated Achievements and Artwork! ☢️
💻 For the YouTubers and Streamers etc... 😊
Here is a png version of the Giant Bear Rampage logo, So that you can use it in your thumbnails.
Steam Next Fest has begun in full swing and we are so happy that players have been enjoying our demo. We’ve received some incredible feedback so far and look forward to welcoming more new players to our community! We also have some great new updates that we'd like to share:
Expanded demo - Includes brand new fire biome
Our new demo features the much anticipated Fire Biome - this is a completely new region in Mythic filled with exciting new loot, quests, and the fire boss himself. We have also implemented a host of quality of life updates and bug fixes identified by the community.
The demo is also fully online so please invite your friends and party up!
We encourage all players to share their thoughts, feedback, and any bugs they might find as this is the best way that we can improve Mythic. We look forward to hearing from you in the Steam discussions forum or in our Discord.
Livestreams during Steam Next Fest
Please join us as we play through the brand new fire biome and share some development updates in our official Steam Next Fest livestream! The second live stream will be starting on June 16th at 5:00 PM PST.
As always, thank you for all your support and stay tuned for more updates very soon!