Today is the big day, Defenders of Asteria is finally releasing on Steam. While hoping for a smooth launch, I am expecting something to go wrong at anytime, so if you find anything please report it on the Steam forums or onto the Official Discord group.
As for the future, I have no plans for any dlc or microtransactions, all new content will be releasing in free updates. I have plans for new heroes, towers, maps, raid maps, and enemies, and will be teasing all new content and conducting polls for what the community would like to see on the Discord as well!
I thank all of you who buy the game or share it with your friends, it truly means so much to me to finally get to release my own game and I hope you all enjoy it!
We're releasing a patch that addresses some of the problems that you reported to us since the last build. This is our first 'release candidate' for Monday, so all feedback is appreciated!
How to join the experimental branch:
create a backup copy of your save folder (Documents/The Riftbreaker)
disable Steam Cloud save backup
go to your Steam Library
right-click on The Riftbreaker
select 'Properties,’ then 'Betas,’ and use the following password: IknowWhatImDoing
After that, you will be able to choose 'experimental' from the drop-down menu. Download the update, play the game and let us know if you encounter any issues. We also have a channel on our Discord: #rb-experimental-feedback - we highly encourage you to join in and share your feedback.
EXTREMELY IMPORTANT: Saves that you create on the Experimental Branch WILL NOT be compatible with older versions of the game like the current, default branch of the game. They will be compatible with future versions of the game. Please manually backup your save files if you plan on reverting to the default branch of the game.
The Riftbreaker Experimental Update, July 12th, 2022. Package #168, Binaries #549. Changelog:
Changes:
The influence area that spreads around Morphium Towers now has sounds attached to the 'spreading' and 'folding' actions.
Flurian Boss added. You can spawn them in by using the Sandbox Control Panel. Watch out, it's a bit clumsy.
Liquid Pumps now have a 'working' sound.
We changed the look of Morphium Pools in the game with the use of a brand new shader. The liquid now flows and shifts to reflect the unstable nature of the resource.
The Build Menu selector will now scroll to the appropriate tab and position when using a keyboard shortcut to access a building.
Chainsaws have been added to Bioanomaly drop pool.
Tweaked the drop rates for loot from Bioanomalies: you will now get more weapon mods and fewer Dash/Power Jump upgrades.
Sizes for all player drones have been tweaked.
Buildings built on sloped terrain (such as the ones close to liquid pools) will now have small foundations underneath to prevent them from hanging inexplicably in the air.
Fixes:
Fixed multiple crash bugs that were reported by the community. Thank you for all of the crash submissions!
Fixed a problem that allowed players to replicate drones an unlimited number of times.
Fixed the debug_recreate_buildings command - it will not steal all your AI cores anymore.
Fixed incorrect resource icons in the Bestiary.
Fixed the game save behavior after a forced mission exit.
Fixed building limits after a mission is removed from the Orbital Scanner screen.
Fixed a crash in ResourceSystem that occurred when resource storage was removed from a blueprint.
Fixed Geothermal Plant model - now includes a pipe output.
Fixed light color during wind events on the Metallic Biome.
Fixed z-fighting of the Grenade Launcher and Teleport markers on the influence area.
Fixed the effect color for geothermal vents.
Fixed orbital bombardment, orbital laser and heavy plasma crashes after loading the game.
The number of drones now displays correctly in the Upgrade Description Tab
Changed the difficulties easier than normal mode. Now there is relaxing mode (200% damage to enemies and 50% damage from enemies) and tranquility mode (400% damage to enemies, 25% damage from enemies, every upgrades counts as 2 upgrades, and the player gets twice as much experience).
To make the game easier, the player now starts the game in relaxing mode.
The player can change game difficulty at any time by going to MAIN MENU -> OPTIONS -> PACKAGE TOP MENU -> DIFFICULTY.
Changed the in game menu slightly so now the package top menu can be opened by pressing F1.
While we're preparing some awesome news and game updates for you, we want to announce that Golden Light is participating in the Save & Sound online music festival with sales on Steam. So if you don't have Golden Light in your Steam library yet - don't miss this chance!
Since Save & Sound is a real and cool music fest, we prepared a video of Mr. Pink's live performance of Smeisa, Naidu, Steni and Posle dojda! We'll post the live performance video when it comes out, but do not miss the event and check out performances of other devs on the live show!
Live Show: 10AM PDT / 7PM CEST watch it on Twitch or Youtube.
Here is the trailer of the event with a small glance of the Mr. Pink!
Armageddon War:Old Era Wreckers / 大鏖战:旧时代的残党 - freeflyfish
Local map display optimization Added ICONS when running low on oil and ammo Replace grey map Add exit button on main interface Display completion markers based on the results of a campaign victory Add dismiss function Re-optimize the logic of the game The unit attacks the target and the damage is reduced according to the rank gap The minimum numerical calculation of damage has been optimized Optimized rhythm system Balanced the unit health mechanism Combo units merge with ships, or swap if the target already has a convoy Team ai will not go undeclared Fixed bug Mc-117423 - Generals killed in action cause generals to be out of order Fixed a bug with no attack effects on ships Fixed a bug that could cause a turn not to end correctly Fixed a bug where land ownership was incorrect after joining friendly forces in Legion mode Fixed a bug where units could not move when standby Fixed the AI unrestricted pawning bug
A Blooming Business: Casino playtest is on the way. And we’re inviting you to participate from July 20th at 8 am PDT / 5 pm CEST / 4 pm BST to July 26th at 12am PDT / 9am CEST / 8am BST.
We’re aiming to create the best casino tycoon game out there, but we can’t do it without your help. We want you to play the game so you can tell us what you like, what you dislike and what you think needs a bit of polish. This will be crucial information to help guide Blooming Business’s development.
If you’d like to join the playtest, just sign up using the link below. 👇
Not everyone who signs up will be granted access immediately. We’re going to roll the playtest slowly starting with just a select few for the first one. We have many playtests planned before launch, and we’ll open up the playtester pool gradually leading up to the release.
If you don’t get in this time around, don’t worry. You may still get in next time.
Keep an eye on your email—if you’re selected to participate, you’ll receive a code on July 19th to start playing on July 20th!
We’ll roll out more info about the build you’ll be playing before the 20th , but if you’d like to join the Blooming Business: Casino conversation, feel free to join our Discord!
We can’t wait to visit your casino! See you there.
This update is a small step towards extending PropHunter and making it even more interesting!
New game mode!
The main highlight of this update was the release of the Obstacle Course game mode into the beta test. In this mode, players are divided into two teams: hunters and props.
The task of hunters is to prevent props from reaching the end of the route using traps prepared in advance on the maps!
The task of the props is to deftly dodge all the prepared traps and reach the finish line. To win, you need to pick up an ability card with snowballs and punish the offender!
At this stage, one map is available in the mode. Before we go any further, we want to rid the mode of possible flaws and bugs. We also want to get feedback on this mode from the players. If you have already played, give feedback in the community center, this is important for us! Also, if you encounter a bug (not necessarily in this mode, anywhere), write about it in as much detail as possible in the appropriate topic in the community center!
It is highly recommended to test the new mode with your friends and by communication to get the best gaming experience.
At the final stage, this mode and maps may differ from the beta mode.
This is not the only new mode that is coming to PropHunter, we want to do everything gradually and smoothly. We will not make road maps, promises and loud statements, because this has nothing to do with reality. Updates will be released as soon as they are ready.
New game map!
The second main innovation of this update was a new map. Yes, recently we have already released a new card, but what prevents you from releasing another one?
“Viking Fort”.
The map turned out to be spacious, and some buildings can be entered.
Of the less significant changes (but which need to be mentioned):
- Added tips for players at the map loading stage. Tips of a general nature and specific modes (control, game features, etc.); - Added a tooltip when aiming at an object with which you can interact; - In the control settings, the ability to change the assignment of keys for turning while playing as a prop has been added; - Fixed the highlighting of objects (sometimes the highlight disappeared); - Fixed the display of skins for hunters (yes, again, 4th update with this bug); - Fixed the performance of achievements and added a couple of new ones; - Added a few more bugs.
Why is feedback important to us? Not all errors can be found by us. Our view of some things may be “blurred”, so sometimes we need feedback from the outside. We want to develop PropHunter together with the players!
On this we do not say goodbye, but only leave to work on the game further in order to continue to please you!