An institute in Sankt Gallen helps 'Irregular,' where Kay has training for the programmable suit with the principal's instruction. Making a tutorial consumes a tremendous amount of time, and pour out spaghetti, as always.
Oh my. Last weeks I've set to laser focus on a thing, then another. For the update, we have: -Special Power now starts with a zeroed bar. Bar will increase with time AND kills. -kick damage corrected after using special power. -fixed issue where dynamites/pineapples disappeared from inventory -Changed how Metro works, changed level end a little. More changes on Metro to come. -Changed how enemy accuracy works (again). This time it will also respond better to the selected difficult setting. -Fixed baked lights on Bank Level -Something. Somewhere. -Changed how armor works on the hardest difficulty level. It wears down slower, and tanks more damage. And unarmored damage stings more. -Changed enemy A.I -Something, somewhere (2) -Scanwall will move slower on easier difficult levels -Slowdown when being hit was greatly reducted, but still present. -Fixed clipping of weapons in-hand with in-game background/etc
That's for the patch. Truth is, there should be more additions like new armor parts to purchase (they're almost 100% complete) but I would like to also change how the game shop works (the current one is pretty linear, not much fun). Since the game shop re-work will take a good time, I'm releasing this patch now to take more time later.
As always, if you have feedback, bug, or anything to say, please tell us here on Steam, or on our discord channel at: https://discord.gg/xKDbh66ZW9 Cheers!
Prepare For Warp: Unlimited Edition: Beyond Insanji - Duke (Smiling 🐈)
On August 4, Prepare For Warp will be leaving Early Access and transitioning to Full Release.
The game has come so far since I first started the reboot of it over a year ago. The core gameplay loop remains, but everything around that core loop has been embellished again and again until the game has become something I can truly be proud of. I get excited every time I play it, even though I have hundreds of hours of play time logged in it. After I finish writing this, I'm going to go play it some more.
I hope that with the transition to Full Release, more people will discover and enjoy this gem. True, it doesn't fit into neat little categories. It's part arcade game, part bullet hell, part runner, part upgrader... truly a mutt of a game. But why should it fit into neat little categories? More games should dare to be unique like this one. All that ultimately matters in this art is that a game is FUN, and this game is ALL FUN.
Is the game hard? Yes, by design! Will it leave you feeling very, very visually stimulated? Yes, by design! Will it leave you stomping around the room yelling, "dag-nabbing son of a horsefeather!" and then rushing back to the controller? Probably. Will you start seeing purple hexagons in your sleep? Possibly.
So take a chance on this arcade-runner-upgrader-bullet-hell-all-fun-mashup thingy, and Prepare For Warp.
It is been a while since I posted news. We are doing our best to make a great game. It require a lot of time for a small team, so, the release date is yet unknown. But we hope to finish the game till December this year.
Now, I want to share some work in progress screenshots with you. This is a food court type locations. Those locations are more open and dangerous than small shops. Also, you could meet horrible Wakdonald employees here, they'll throw cursed burgers at you!
Added: New daily quest giver (only available on the new map) Added: More daily quests Added: New harvestable: Piles of Meat Added: Restricted one way inventory support (if set players can take out items but cant add new items to this inventory) Added: Ownerless construction init / load system support (to load / save constructions placed by level design and not spawned dynamically by players) Added: Core loot storage construction actor class Added: Loot storage construction actor random item spawn code Added: Base loot storage bp class ConstructionSystem/Constructions/BP_Const_LootStorage_base Reduced: Number of quests given by daily quest givers Updated: The amount of times a carcass can be used has been heavily increased Updated: Force hidden nameplate visibility until player gets replication packets Updated: Sky system Fixed: Steam_name issue Removed: Look at trace and carry jaw trace for now to temporarily resolve performance issues