This new mode will surely benefit the competitive ones and casual players.
Keep scrolling to find out more!
1. Users will automatically be part of this new Ranking System once the season commences.
You may access the LOS Ranked Page via Lobby.
2. Each season will be a month-long duration (1st and last day of the month)
3. There will be 10 placement matches that participants need to complete in order to determine their starting rank on the current Season's Ranked ladder.
*Playing with or against AI in BZ Channel will not count in Placement Matches
* If a user feels like they're not yet fit to compete against other participants, they may opt-out of participating through the Ranked Game Rewards & Settings section.
* Please note that once you opt-out of participating in the Ranked Mode, your rank and your placement matches will reset.
Thus, you have to start over and finish the required number of matches mentioned above.
4. This Ranking System applies to both BZ and FS Channel
*Single League is specifically for FS Channel (Regular Channel) *Multiple Leagues are for both BZ and FS Channel (Regular Channel)
5. The Maximum attainable Rank in BZ Channel is Gold 1. If you wish to aim for a much higher Rank, you have to switch to FS Channel
*This basically means that if you have reached Gold 1 by playing in BZ Channel, it is mandatory to switch to FS Channel to gain more points.
6. Each Rank Tier has a corresponding Season Score, and users may be promoted/demoted depending on their current Score.
7. Corresponding Coins and Rank Trophy rewards varies depending on your end of Season Rank.
8. Ranked rewards can be obtained after the current season and users can use them to exchange via Ranked Shop for various in-game Items.
Contents:
Season Score - Score achieved by current Character
Season Match - Number of matches played during the Season (FS Channel + BZ Channel combined)
Season Win Rate - Your average Win rate for the entire Season (Number of FS+BZ Wins / Number of FS+BZ Channel matches)
My Ranking - Ranking to which Tier of the Leaderboard the user is included
Top Ranking - Top Ranking Players
Crew Ranking - Crew Ranking with the Most Top Ranking Members
During this update, the VVIP animation on the loading screen (Before the match starts) will be removed.
Season Score Table Per Tier:
Game Rank Icons
In the next update, items that can only be obtained in the ranked game will be added. We look forward for your participation.
We have good news - Kaichu will be releasing in only 3 weeks, on September 7th! The game will be out for all systems. This means the same day, you can find the game here on Steam, as well as on Nintendo Switch, PS4/5, and Xbox! The game will be $9.99 or regional priced equivalent.
The game will be available on PC & Xbox at 10AM EST (7AM PST), and then on Nintendo Switch & PS4/5 at 12pm EST (9AM PST).
We hope you'll enjoy the game when it comes out!! We've brought you a few new screenshots as well below as a sneak preview:
The rotating object in Level 17 now recharges your jumps, making that segment significantly easier and less frustrating.
2 pipe support beams in Level 5 now appropriately recharge your jumps.
2 objects in a vertical key-slot in Level 30 are now the correct color.
Level 18's roller-key now requires a full placement in the slot before unlocking. In level 35, the area with 2 vertical lava pipes in a cave has had a fix applied to no longer rely on the moving block platforms. These lava pipes are now on a timer to create pockets of safety, and have minor updates to visuals.
A few sprites have been adjusted to fix very minor gaps in geometry, partially related to ultrawide screens.
The size of the aiming indicator in Level 33 is no longer the wrong size.
Adjusted the placement of some of the party supplies to align better.
Fixed a bug in the main menu related to Harlow's face not detecting a controller, and producing a bunch of error garbage behind the scenes.
Fixed an issue with rendering some of the ground geometry unnecessarily overlapping itself with multiple render passes in some areas.
Fixed a bug related to music sometimes having a weird clipping/hiccup when respawning. Made the secret QR code brighter and a little easier to activate.
Removed a bunch of misc out-of-bounds objects that didn't need to exist, throughout a variety of levels.
Made improvements to Performance Mode, to remove raycast-based lanterns, and instead use static sprites. This is aimed specifically at Mac performance struggling with physics. Found a few more opportunities to compress certain sprites to reduce the impact of background art layers.
Better-optimized and formatted all the music & SFX in the game. This should result in around 20% more efficient audio, and 10% smaller game size.
Made a few adjustments to sprite & LUT packing in general to hopefully run better across the board, with imperceptible visual changes. Optimized a few of the more expensive post-processing to run more efficiently without impacting the end-visuals.
Fixed an issue relating to compression settings generating garbage during build. Large hanging crane structures now bounce and sway appropriately.
Visual elements in Level 33 were adjusted to be better aligned.
Changed 12 Steam Achievements, replacing some of the obscure / hard-to-earn achievements for the various endings, and instead replaced them with gameplay-related milestones, like jumping 1000 times, or completing certain levels without dying.
The updated Steam achievements should retroactively grant based on existing gameplay stats. Some will grant at the main menu, while others will grant when certain gameplay data gets loaded in during levels or the mothership.
As a result of taking the game down. Apparently someone or several people. Decided to buy the game yesterday. Unfortunately it is likely too late since I have already contacted steam.
Thank you very much. Had it been done a little earlier I might just have been able to keep the game up (for some months at least).
Since these purchases were made recently. Whoever bought the game yesterday can ask steam for a refund (please do - I am unlikely to receive the money anyway).
If whoever did this unexpected supportive act reads this. Please write in the comments. And I will try to ask for steam to reverse it. Usually this is not possible after having taken it down though.
It's time to party and eat some fish! Why? Because Catizens is now available in Early Access! To celebrate, we've created a video to show you some of the amazing things you can do in Catizens 🐱
During the initial Early Access release, you'll have the opportunity to play through three levels of the story campaign and explore the sandbox mode. There are six cat-tastic professions to try, different houses to build and decorate, and so much more! Can you build the purr-fect settlement?
And that's not all. We've planned a range of new features, creatures, and tweaks to come in future updates. You can read all about them in the full roadmap for Catizens:
Early Access Release
The first three levels of the single-player campaign, each with its own challenges and covering several terrain types: grass, rivers, plateaus. 2-4 hours of gameplay.
A sandbox mode with randomized levels and events.
6 professions available for catizens, with upgrades up to Level 10.
43 unique cat traits and quirks to play with and (try to) manage.
12 buildings, each with its own distinct function available.
Town decor items.
Wearable vanity items for catizens.
Update 1
Level 4 added with a new terrain type (a swamp!).
A new profession - Acolyte, allowing you to heal catizens and provide buffs.
New boss rat enemy.
Update 2
New wearable vanity items.
New rooftop decorations.
UI improvements and reskin.
Full implementation of talent trees for existing professions (max level).
New enemy type - alligator.
Improvements suggested by players.
Update 3
Level 5 (volcanic climb).
More decorations of various types added.
New cat requests to earn decorations.
New vanity items added.
Improvements suggested by players.
Update 4
More maps for the sandbox mode.
More random events to trigger in both game modes.
Quality of life improvements.
Update 5
Level 6 (the volcano top) and the story finale.
New boss added - the dragon🙀
We want to know what you think of Catizens. Please leave your feedback in the Steam Discussions or on our community Discord. We wish you an un-fur-gettable game!
Hey there Keepers, welcome to the first installment of content for Firekeep's next milestone - Desert Buildings! With this update, islands can now have desert as the default terrain, so you'll have to mix up your existing strategies and use an entirely new slate of buildings.
Additionally, I've made some changes as to how the center tile works. I was getting a ton of feedback about how even though the islands were randomly generated, players felt that every island played out more or less the same. To fix this, the original Campfire has been broken up, and new central tiles have been added - for these, you'll choose one of two tracks to follow that will give different benefits and require you to build your island differently. For example, here's the Old World Relic, which is an abandoned high-rise:
If you choose to rebuild it, it'll require materials and amenities but produce tons of villagers. If you choose to recycle it, it'll give you easy access to advanced materials, but require villagers. Hopefully this should still allow for some strategy and player choice while also mixing up the challenges of different islands!
There's still Water and Mountain building sets in development, so the balance and design of existing buildings is an ongoing task! If you want to get involved, drop by the discord, and let me know what you think of the new buildings and new center tiles!