The Kukulkan update v.0.4.0 is a small but important step on the Temple of Snek roadmap, and it's out now! Here's what Snek's got for you:
Hint system
Hints are now available throughout almost all of Story Mode (so far, and also for the future instalment) in the form of a particle trail that shows you where to go. All the hints have three tiers, so you can get a vague nudge in the right direction or watch all three tiers and get a step-by-step guide. Hints unlock after you've been in a new location for two minutes (or quicker if you've been dying a lot) and can be accessed from the pause menu. Snek won't move while the hint plays, and the hint will cancel if you press a move button. The hints are always optional, so you can ignore them or use them as you wish.
slightly spoilerish examples:
Live achievements
The in-game achievements are now live on Steam. Any that you've already unlocked on the Extras screen will now automatically unlock on Steam when you first run the update. You'll be able to 100% the game once the final early access update is out.
Mek-a-Snek + Steam Workshop
Mek-a-Snek is now complete and is also live on the Steam Workshop. You can share your snekskins with the community as well as download and play with cool skins that you find online. (The Snek Workshop level editor is coming soon!)
Friends, not food
There are now cute critters in the Temple. This is the most important update yet!
This update is named after the Mayan snake god Kukulkan, who has a lot in common with the Mexica god Quetzacoatl. Both versions are based on older snake spirit beliefs. The Maya people thought of serpents as a living connection to the spiritual world who could bring counsel from ancestors or gods. With respect to these ancient beliefs, maybe it's a fitting name for this update that adds connectivity and guidance.
If you enjoy Temple of Snek, be sure to leave a review (https://store.steampowered.com/app/1208590/) to let people know. If you have an feedback or comments, or a bug to report you can do that using the feedback form in-game (F8) or by joining us on the Discord (https://discord.gg/MBkyN5EvHR). By joining the Discord you can also get in on beta updates and help shape the game with feedback and suggestions.
The next major update will be the Viracocha update (version 0.5.0), which will be the first version of the level editor.
as described on our store page, we would like to notify you about our upcoming price change.
Currently, there is another 20% discount on the Early Access price of "Indoorlands". If you want to grab the game for yourself (or your loved ones) at a great price, now is the time. https://store.steampowered.com/app/1378890/Indoorlands/
We will raise the price to our final price after the sale (on 15.08.).
Welcome back Starchasers! Things are still hot and humid this summer, and they’ll be like that until suddenly they aren’t. So while you’re dealing with the hell-weather, why not retreat from all that by checking out the latest progress we’ve made on our game about hell-weather in space.
I can’t remember if I’ve said this before, but we don’t have a current time frame on the next demo release. Since the demo is largely content complete now, our goal is working on getting out the updated drafts of station and cockpit interiors before we do a new release.
The biggest news this month, and the biggest portion of progress, is the first draft of every sidequest has been finished and implemented. That means over 55 quests are playable to completion! And as usual, they’re full of twists, turns, and lots of craziness.
A few bits of questwork also required some new script commands and tech: Docking and undocking at different locations for a single station, forward cannons on battleships. You get the idea.
Now all of this only covers sidequests. Minigames like the racetrack and the arena, and of course the main campaign and main multiplayer campaign, are still to be done. For this month’s progress… Who knows? Maybe. Maybe…
Other Work
Now quests take a LOT of time to make and stuff, but because I don’t sleep and my mental health is constantly on the precipice of total breakdown, I always have time to do a few extra things.
For starters: Mods! Users can finally FINALLY truly create mods that can override and recombine game and item data, then package them and send them to other users. This means you can now do stuff to create things like, most commonly, mods that change the highengine setting to be SUPER fast. The next demo version will have full support for these kinds of mods.
NPCs on stations now have icons above them showing the services they offer, or if they’ve got a quest available. This makes navigation when docked a lot easier.
Assetwork
Finally, while this isn’t quite assetwork, we’ve taken the old snake movement and reanimated it, alongside reworking how trains move and adding some new space snakes as well. To put it simply: they don’t suck anymore.
And the Us, those lovable mushroom zombie scamps, have their own icons and hooked-up models now.
And that’s all for this month’s devlog. It’s fairly short, so check in next month for hopefully even more as we edge closer to release!
Today is the last day of the Survival Festival. Now that more players have tried out Occupy Mars: Beta and Prologue, let’s talk about development progress of the upcoming Early Access release! We’d like to show you a few things we’ve been working on.
Updated UI
We mentioned a few times in the past that we were reworking the UI, adding new interfaces for many new features that weren’t in the game before and polishing the existing ones. In the previous devlog and during our streams, you could see the new Sleeping panel. This time, we’d like to show you:
New Messages Panel
New Inventory
And last but not least, menu of one of the more complex features in the game…
Tech Tree – work in progress
More options and customization
Now, you have even more options to adjust the game to your needs! To be more specific, there are many more options visible in the Graphics section right off the bat. Some of those could be accessed in the main Quality tab, but now they are split into more visible individual settings.
Here is what you’ll be able to set:
Let us tell you about the "Always render environment" option. Terrain rendering allows you to decide whether you’d like to have the terrain visible from inside your buildings or not. It mostly affects the buildings with windows – if the option is checked, you will see the view outside your window. If the option is not checked, scenery outside will be replaced with simulation – not necessarily accurate to your surroundings, but believable enough to not bother you much.
It’s a very useful feature optimization-wise as it allows you to reduce GPU’s usage and make the game run smoothly if you experience lag in the game. Losing that nice view from your window is a minor loss in comparison. :)
There were also some issues related to saving on specific devices – we have changed the way the game is saved and hopefully, that will solve those issues.
Time (and testing) will tell!
Mechanic improvements
We continuously improve existing game mechanics. The controls of Seed Tool and the Air Pressure Tool have been slightly changed. After taking out the tool, you can now press Up and Down arrow keys to choose the magazine you want. Menu to the right gives you an overview of seeds you have.
We’ve been further improving mechanic of drilling and rock mining. Rock analysis with the upgraded Spectral Detector on 2nd and 3rd level has also been vastly improved.
We have also made changes to temperatures and adjusted damage player receives due to low temperature. In the past, player was receiving set amount of damage throughout time frame of 5 PM and 6 AM. Now, damage received is proportional to temperature. Time no longer matters. At -40 Celsius degree player starts receiving damage. The lower the temperature (usually at night but not necessarily), the higher the damage.
Another useful feature is a list that you can keep on your screen to help you keep track of materials you need for building. All you need to do is to go to Tablet menu, choose a building from a list of building and click on in with right mouse button. A list will appear to your left which will remain there even after leaving the tablet menu.
Quality of life improvements
Alongside all of this, we have made some quality of life improvements – not as spectacular, minor additions and some readjustments, but with everything else, they should improve the gameplay experience. Mouse sensitivity has been corrected, as well as camera movement during sleeping animation. Full controller support has been included in the Main Menu. Moreover, during tutorial missions, you can view the gamepad controls. When choosing your landing location on Mars globe, you can manually rotate the globe.
Some music to soothe the soul
We’re working on a certain feature which will allow you to listen to your own music in-game – a radio! It’s still a work in progress and a subject to change, but here is overview of how it works for now:
Before launching the game, just add your favourite songs to an appropriate folder. They will all appear in a menu on the Tablet, from where you can arrange them into playlists.
Once you’re done, all that’s left is to build a radio and place it in your preferred place. Music will play automatically whenever you’re in the radio’s range and if you’d like to stop the music, just click on the radio. You can destroy it and thus move it to your Inventory if you’d like to change its location later. All your playlists are saved, so you can come back to them anytime.
All these improvements are developed alongside fixes for the Beta version. Even more content is coming as a lot of these new features are work in progress. We have yet to tell you about the rocket launcher, but that’s a story for another devlog as we’re still working on it. :)
We know that some of you were waiting for this for a long time. At last, we're close to reaching our goal. We've wanted to create a game that's easy to start, and not too complex where you can feel the relaxing vibes. A game that is for everyone to have fun with. We hope we have achieved that with ZooKeeper. In the end, it is up to you dear players to decide if you are happy with what we have prepared for you.
We are very happy to reveal that ZooKeeper is opening the zoo on Steam on August the 18th, 2022. If you haven't seen what the game looks like, our teaser will be the best for that.
Come over to our Steam page and wishlist ZooKeeper now! If you want to know more about the game or talk with us and our community come to our discord channel: Discord
If you still need more, be sure to follow our social channels where you will find more content from ZooKeeper!
What happens when you get one of the LOUDEST Metal festivals in the UK, and combine it with the launch day of one of the HOTTEST indie releases of the year? You get WIRED at BLOODSTOCK, that's what!
On Thursday 11th of August - people from all over the world will be descending on Catton Park, Derbyshire for a 3 day celebration of everything loud, featuring headliners such as Behemoth, Lamb Of God, Sleep Token, Dark Tranquillity and much more!
That already sounds pretty radical, but what if we told you that Arcade Paradise was going to be there and playable on launch day? BECAUSE IT IS! Metal-heads will be able to head to the gaming area of the festival in order to get their hands on our retro love letter to the 90's, with a suitably era appropriate grunge tinted soundtrack!
Want more? You got it!
We're also going to have Gori: Cuddly Carnage there playable by the public! Our furious feline will be shredding unicorns as well as guitar strings for everyone that stops by the gaming arena to say hi - so make the most of the festival before we put the cat back in the bag until gamescom!
We'll also be running a competition for Arcade Paradise game codes for those that take pictures of themselves with Arcade Paradise or Gori during the festival! So be sure to snap a picture and share with us on Twitter @wiredp for a chance to win!
For more information about Bloodstock, including lineups, ticket information and more - visit their website at : https://www.bloodstock.uk.com/[/url]
To encourage players to play online with friends, Little Inner Monsters is running a special 50% OFF sale!
Yes, for the regular price of the game, you can buy the game for yourself and also for a friend! Please note, to do this you must purchase the copies separately on Steam - one copy for yourself and one copy as a gift for a friend.
Huge thanks for those that have downloaded the ZERO Sievert demo. We’re all blown away with the mountains of positive feedback. At the time of writing this, we’ve had 18K demo downloads and the Discord community is creeping towards 7K members (if you haven't joined already you can join here)! We’ve also been taking on board all the feedback we can and can’t wait to share the Early Access launch with you later this year!
If you missed out on the demo or just feeling nostalgic, check out the amazing content creators below for some gameplay!
Keep an eye out as well for more content over the next few weeks as some of your favourite creators will continue to have access to the latest build for a while longer yet 🖥️
Today is the last day of the Survival Festival. Now that more players have tried out Occupy Mars: Beta and Prologue, let’s talk about development progress of the upcoming Early Access release! We’d like to show you a few things we’ve been working on.
Updated UI
We mentioned a few times in the past that we were reworking the UI, adding new interfaces for many new features that weren’t in the game before and polishing the existing ones. In the previous devlog and during our streams, you could see the new Sleeping panel. This time, we’d like to show you:
New Messages Panel
New Inventory
And last but not least, menu of one of the more complex features in the game…
Tech Tree – work in progress
More options and customization
Now, you have even more options to adjust the game to your needs! To be more specific, there are many more options visible in the Graphics section right off the bat. Some of those could be accessed in the main Quality tab, but now they are split into more visible individual settings.
Here is what you’ll be able to set:
Let us tell you about the "Always render environment" option. Terrain rendering allows you to decide whether you’d like to have the terrain visible from inside your buildings or not. It mostly affects the buildings with windows – if the option is checked, you will see the view outside your window. If the option is not checked, scenery outside will be replaced with simulation – not necessarily accurate to your surroundings, but believable enough to not bother you much.
It’s a very useful feature optimization-wise as it allows you to reduce GPU’s usage and make the game run smoothly if you experience lag in the game. Losing that nice view from your window is a minor loss in comparison. :)
There were also some issues related to saving on specific devices – we have changed the way the game is saved and hopefully, that will solve those issues.
Time (and testing) will tell!
Mechanic improvements
We continuously improve existing game mechanics. The controls of Seed Tool and the Air Pressure Tool have been slightly changed. After taking out the tool, you can now press Up and Down arrow keys to choose the magazine you want. Menu to the right gives you an overview of seeds you have.
We’ve been further improving mechanic of drilling and rock mining. Rock analysis with the upgraded Spectral Detector on 2nd and 3rd level has also been vastly improved.
We have also made changes to temperatures and adjusted damage player receives due to low temperature. In the past, player was receiving set amount of damage throughout time frame of 5 PM and 6 AM. Now, damage received is proportional to temperature. Time no longer matters. At -40 Celsius degree player starts receiving damage. The lower the temperature (usually at night but not necessarily), the higher the damage.
Another useful feature is a list that you can keep on your screen to help you keep track of materials you need for building. All you need to do is to go to Tablet menu, choose a building from a list of building and click on in with right mouse button. A list will appear to your left which will remain there even after leaving the tablet menu.
Quality of life improvements
Alongside all of this, we have made some quality of life improvements – not as spectacular, minor additions and some readjustments, but with everything else, they should improve the gameplay experience. Mouse sensitivity has been corrected, as well as camera movement during sleeping animation. Full controller support has been included in the Main Menu. Moreover, during tutorial missions, you can view the gamepad controls. When choosing your landing location on Mars globe, you can manually rotate the globe.
Some music to soothe the soul
We’re working on a certain feature which will allow you to listen to your own music in-game – a radio! It’s still a work in progress and a subject to change, but here is overview of how it works for now:
Before launching the game, just add your favourite songs to an appropriate folder. They will all appear in a menu on the Tablet, from where you can arrange them into playlists.
Once you’re done, all that’s left is to build a radio and place it in your preferred place. Music will play automatically whenever you’re in the radio’s range and if you’d like to stop the music, just click on the radio. You can destroy it and thus move it to your Inventory if you’d like to change its location later. All your playlists are saved, so you can come back to them anytime.
All these improvements are developed alongside fixes for the Beta version. Even more content is coming as a lot of these new features are work in progress. We have yet to tell you about the rocket launcher, but that’s a story for another devlog as we’re still working on it. :)
My friend Stevie from 9 Finger Games spent two years on making his dream come true, his own video game, he did everything on his own and even dropped a 100k offer from a publisher because he wanted to keep all control. He's got all my respect , and his game is insane!
Procedural tentacle animations combined with hand drawn pixel art, what are you waiting for? show him some love! ːsteamhappyː