Virtual Journey Into the Metaverse - Immersive Matthew
Hello Dark Ride fans, the full Act 1 of 3 is now available and includes 14.5 minutes of a very detailed ride experience. Currently the 3rd highest rated VR app in Meta Quest App Lab store. I hope you enjoy it as much as I have had making it and are looking forward to Act 2 and 3 which you will get for free if you own Act 1 or accessed the free demo. Enjoy
Thanks for all the recent sales everyone. Would love to get some feedback how you guys like using Zen Garden and any changes or updates you would like to see in the future. Also it would help tremendously for you all to write an official review and recommend it for others!
Hey everyone! It's been a long time since the last patch. We've done a lot in terms of new content since the beta released but we decided to push out this patch to fix a couple of key issues with the game.
Changes: - Fixed game-breaking UI overlapping bug - Added a healing animation - Fixed tutorial cutscene softlocks - Finalized the checkpoint system to avoid players missing checkpoints or menu sections missing buttons - Icicles fall properly if you hit them repeatedly - Fixed some minor issues with projectiles - Pushed a new saving system that should hopefully address corruption issues
Blue Ocean Software is pleased to announce an update for Wrath of Anias! We are listening and taking your feedback seriously. Please see below list of changes that should enhance the experience for the game. If you run into any issues, please don't hesitate to let us know so we can resolve them! Thank you for your support!
Change log:
Implemented Full Ability to Save & Load Game
Ability to Restart Game
Ability to Change Graphic Settings (Lower Systems Can Now Run Game)
v0.8 is encroaching upon us. To help you navigate the coming darkness, let this be your flame in the night.
New Units
Hunter
The Hunter is a Rebellion-specific unit, replacing Arbalests for the faction. What the Hunter lacks in range, it makes up for in tactical options. The Hunter comes with the capacity to place a trap at its feet that when triggered, slows and damages enemies within its area of effect. You can use your Hunter to pull groups of nightmares into a deadly snare, or lay down lines of traps in preparation for a Death Night. Hunter Trap - Active ability: Deadly trap that when triggered releases a puff of toxic smoke that damages and slows enemies within.
Cultist
Cultists are also faction-specific units, replacing Soliders for the Volatists. When trained, two Cultists are provided for the price of one. They don’t hit nearly as hard or have as much health as a Soldier, but when you train one, you get two. They also have the ability to shred armor with their attacks – an attribute not available so early to other factions.
What about the Order?
As of this coming release, the Catapult will become an Order-only unit. We can also share with you some awesome things that are coming in v0.9:
NEW Order-specific unit, The Lightbearer
Further Faction modifiers, giving more play differentiation between each Faction
A long-standing issue with Age of Darkness was the tendency for more advanced, higher cost units to completely supersede early units. The prime example of this was the Arbalest, which for a long time was strictly better than archers of equivalent cost, except for its lower movement speed.
Unrelated to this, we also felt that players, regardless of faction, could generally reach the perimeter of the map - where all those juicy gold veins live - too quickly. The strategy for experienced players tended to involve making a beeline for the edge and scouting for the best veins early.
We also had a smaller issue that Armor in Age of Darkness was of negligible usefulness. It flatly reduced incoming damage, and no unit had more than 1.5 armor. Also, secretly, damage was never reduced below 5, so armor did nothing to mitigate Crawler attacks.
To recap, we had three issues: Units became obsolete, players could reach the edge of the map too quickly, and armor was not very useful. Our solution was to completely rethink armor.
Armor is now a resource. While a unit has armor, incoming damage is reduced by 70%. If you want to deal full damage to that unit, you'll need a way to get through its armor.
So we're also introducing a new stat -- Armor shred. Armor shred acts like damage, except it only applies to armor. A unit with 5 armor shred will need to hit an enemy with 15 Armor 3 times to break through. Damage is calculated after armor shred is applied, so the final of those three hits, in addition to removing the armor, will deal full damage. Once Armor is depleted, it will only recover when you're near your Keep or one of the Workshop buildings.
What does this mean in practice?
Well, many units now have some armor or armor shred. Sentinels have extremely high armor, and Arbalests have high armor shred. But Nightmares now ALSO have armor and armor shred.
While exploring the map, you'll need to consider your unit composition more carefully now. Do I have enough sources of armor shred to take high-tier nightmares down before they can wreak havoc? Do I have enough raw damage to kill a Wraith before it can shred through my Sentinels?
In all likelihood, you’ll find it a lot harder to reach those outer limits, as units like Axemen and Spitters become much tougher to take down with pure damage. Likewise, you’ll find that many units which normally get left by the wayside become integral to keeping up your momentum. Arbalests can punch through armor like no one else, but you may want to keep a squad of Archers waiting in the wings to deal pure damage once that tough shell has broken.
You’ll also find units with armor much more durable in some scenarios and much less in others. Your Sentinels can withstand far more attacks from a swarm of Crawlers, and can hold the line in a Death Night much longer. But if you want to keep getting value out of those units, you’ll want to consider where you’re building your Workshops.
This system is designed to create roles for existing units as well as create space for future units to exist without invalidating any of the current line up. It also opens up space for future blessings, malices and faction properties – some of which you’ll hopefully see sooner rather than later.
v0.8 will be releasing next week - make sure you finish your current saves!
As always, if you come across any bugs or crashes, please report them to us either through the Steam forums, our Discord server in the ‘bug-reporting’ channel or using the in-game bug reporting tool.
Have a question about the game? We have a handy FAQ we’ve posted on the Steam forums that you can view. If your question hasn’t been answered there, we’ll be doing our best to keep up with questions here, on the forums and our Discord server.
It's been a little over a month since folks have been able to tear the game apart, and with that release brought me much joy! It's absolutely unbelievable hearing from folks who've had a chance to play the game, and for that I'm massively grateful! I even brought TPG to a convention later last month, and it was spectacular!
Now, I bring a HUGE update which is an absolute game-changer (literally).
Difficulties - You can now choose between 3 different difficulties
Baby*new* - A mode where you literally cannot lose! No rules apply, you get to just zone out and tear some paper
Normal*new* - The standard mode for entry-level players. All rules apply, but making a mistake does not make you lose a life; only running out of time loses a life
Hardcore - What the game was before this update. In this mode every mistake loses a life
Profiles - Create up to 3 different profiles to save progression. Profiles also have the ability to show game-wide stats
Steam Achievements - 46 different achievements ranging from tearing 'x' amounts of paper, to completing the game on different difficulties, to a couple of hidden easter eggs
23rd Level - The final level "Credits" is one of the most satisfying levels created! Cut through many papers while listening to a COMPLETELY NEW SONG by Drewpy! This level is *chef's kiss*
Cutting Overhaul - The cutting logic has been revisited to be more responsive and less "locked" down. You can now turn quicker, move quicker and should get stuck on corners far less often
Blue Gooble Rework - The lovely Blue Gooble has gone to the gym and is now flexing... The Blue Gooble will now keep growing in size until it hits and edge of the paper... they can now get pretty large and out of control
Mascots Everywhere - The Mascots have taken over the game! They're now everywhere! In the menus, applauding your Tear Times, applauding your newly-acquired puns; they're so adorable and I couldn't resist filling the game with them
Touch Controls - I am humoring the idea of touch controls. If you have a Windows tablet or have some sort of stylus, you can now cut paper with it. Go ahead, try it out
Large Laundry List of Bugfixes - Address a huge list of bugfixes and edges-cases which existed in 1.0. The list is far too large here, but believe me when I say the game's that much better with these fixes
Thank you very much for all of the continued love and support! I hope these updates make the game an even better experience for you! Stay awesome, my friends.
portal - abv1 controls what portal the portal links to
canons/grapple/stickeyblock - abv1 is the cooldown between rate of fire abv2 is the strength of fire multiplier Repel Bag/Attract Ball - abv1 Force Range - abv2 Force Power - abv3 Show Visual Rocket Launcher - abv1 Fire cooldown Laser - abv1 Laser Range - abv2 Number of bounces - abv3 Laser Speed BOMB - abv1 explosion sensitivity WINDBLOCK - Wind Power - Wind Range - Show Visual TEKIBOX - Spawn Cooldown