After taking the stage at Gamescom, Jolene took the front covers of gaming magazines. In addition, two of them feature interviews with us. We’re super proud!
Indie Gamer Magazine is an American print and digital magazine covering indie titles from all around the world.
PSX Extreme, published since 1997, is the leader of the Polish gaming press, and the only opinion-forming monthly magazine about console games in Poland.
Pixel is a Polish magazine filled with exclusive, high-quality articles for people interested in video games, culture, and modern technologies.
Don’t miss the incredible play! Follow Phantom Hellcat on our social media and join our Discord.
This is a copy of our v0.2 release post for early adopters over on Itch.
Come on in from the cold, and warm yourself with a cup of coffee. Wet Nightmares is ready, and another patch is good to play. However this update is quite different, there is zero new content. Stay with me here, let me explain.
Wet Nightmares has been completely remade on a new engine. Meaning every single issue plaguing the game has been erased, all the compatibility issues with android phones, end user pc configurations, and all the nagging little bugs are no longer here. We’ve also reduced the game size by about 700mb down to a very cool 500mb in size.
As we built the game more and more we began to run into game-breaking issues, what should be a very lightweight game ended up having issues on just about all platforms. Our primary goal in moving from Visual Novel Maker over to Renpy was fixing our stability issues. The game now runs buttery smooth, especially on Android phones.
It has taken us several months to complete this task, a massive thanks to our programmer who has been working hard to get it perfect. As thanks for your patience, owners will also have access to a Samara Pinup Pack, 17 very lewd Samara drawings to help with those cold nights.
What’s next for Wet Nightmares?
The future for this little story is a bright one! With the newly ported source code to Renpy we can finally focus on chapter 2 and beyond. The story has been completely written in Spanish, and first-pass English. Our next steps are the copy work for English and to “block out” chapter 2 and more.
Make Mayhem Your Business in this all-new, narrative-driven Borderlands adventure!
It's time to Make Mayhem Your Business! An extraordinary cinematic adventure awaits in New Tales from the Borderlands, out now on Steam!
On the war-torn planet of Promethea, three ordinary Meridian City citizens embark on a journey that will change their lives—and possibly the entire universe—forever. Anu, Octavio, and Fran will try to turn the tables on greedy corporations, survive the mayhem of a planetary invasion, and even risk life and limb in the face of a vicious vault monster on their quest to carve out a better existence.
Along the way, you'll make friends with an assassination bot, square off against a talking gun with legs, wield the power of a revolutionary new invention, and much more!
The decisions you make determine how your story ends in unexpected ways. Whether it's Anu's vision of a universe that markets more than weapons, Octavio's dreams of fame and fortune, or Fran's frosty plot for revenge—their success or failure depends on you.
We hope you enjoy experiencing this thrilling story; good luck taking Tediore's ruthless CEO Susan Coldwell down a notch. And if you're hoping to learn more about New Tales from the Borderlands, we've gathered all the goods for you right here!
Hey guys, Jan Rawski, lead game designer of Homicidal All-Stars here. A common question from the community has been what it actually means that the game is “handcrafted” and what’s in it for you. Well, I’ll be happy to answer!
After our past work on the original Hard West and Phantom Doctrine, we knew exactly what kind of experience we wanted to deliver in our next tactical game. Briefly put: we wanted it to be an intense and fun ride where the combat is as good as possible at all times, and where no battle is like any other. We also wanted to give the player a very strong sense of progression, with the battles gradually becoming more intricate and demanding as the player also gains more powerful characters and tools.
We are convinced that the best way to achieve that is to do literally everything by hand: the placement of every single wall, box, and enemy as well as levels designed as exciting sequences of events, rather than just battlefields in different shapes and sizes. But let me elaborate.
One general advantage of this approach is that we can deliver the maximum quality. With procedurally generated combat encounters (which we ourselves did to some degree in Phantom Doctrine), we would have limited control over what actually happens on the levels. The enemy placement, the player’s approach options and not to mention the pacing and difficulty curve - we did not want to entrust the RNG gods with such important matters! And as experienced players of the genre ourselves, we feel that, while procedural encounters can be enjoyable, the story missions are usually the highlights - so why not make an entire game this way?
By doing things by hand, we can guarantee that every one of our levels is good and unique. For instance, our many different enemies appear in just the right place at just the right time, so they can give you one of those satisfying headaches that you play turn-based games for. As a bonus, all of this also gave our talented artists the ability to make every level visually striking and memorable.
We also wanted to achieve maximum gameplay diversity. Every single level has a central idea which gives you a different kind of challenge to overcome, requires a different approach, and delivers a unique experience as a result. The ultimate embodiment of this philosophy are our different level mechanics and the involvement of the show director. Combatants get run over by trains, have explosive barrels dropped on them or doors get locked just under their noses - we’ve got it all.
Finally, with Homicidal All-Stars we wanted to deliver a story-driven experience centered on cool and memorable characters. The game is the personal journey of Scarlett and the companions that join her along the way. You can expect many twists and turns and a mad, mad world that’s a disturbing joy to discover. Again, developing the game as a tightly designed sequence of levels and events felt like the best way to deliver on this.
In all of this, you still get a lot of tactical freedom, especially as your squad grows and your characters gain a wide array of unique abilities. And the same encounters do have a tendency to develop in different ways, especially if you mix things up on your end!
We did prioritize delivering one awesome experience over replay value, but if you enjoyed your first ride, you will find reasons to do more than one playthrough. You can replay levels with a different combination of sponsorships, team members, items or weapons. For the completionists we added a lot of secrets and optional battles and objectives. And braver players can also try their hands on hard difficulty and in iron man mode.
Anyway, we really enjoy all the feedback that we’re getting and we thank you for sharing your experience with the demo. We can’t wait to let you play the full game!
once again, thank you for all your feedback, your questions and your general interest in the development process of Railroads Online!
Today, we’d like to give you an update on the current status of the game, what we’re currently working on (or waiting for) and what is going to happen next. Additionally, we would like to answer a few more of your questions. So, let’s get started!
What we are currently working on
The current focus for any updates and patches to the beta branch is improving the overall performance where we can right now. This includes fixing random game crashes and low performance issues, even when no train is being moved.
In addition, we are working on optimizations for the render distance of both vehicles and rails which will ultimately affect vehicle components, particle effects, animations, and blueprints. We are also investigating further improvements to vehicle physics and the associated collision behavior. An improved vehicle setup to prevent popcorning is in testing but still in a very early phase.
We’ve also started working on new vehicle models, buildings and even new sound effects – but they are still quite some time away.
What is happening behind-the-scenes
As mentioned before, quality assurance runs are our main priority in order to work out a clean development plan. We’re happy to announce that QA runs are happening right now and we should receive the first results soon. At the same time, we’re looking into possible partners that can support us for the source code review, as well as for proper localization. Depending on the results of the QA runs and the code review, we will be able to move forward with the roadmap planning – YAY!
More questions
What’s the makeup of the astragon team?
astragon is supporting the development of Railroads Online! with a team of experts from different departments: Producing, product management, sales, marketing, PR and social media/community management. As a publisher we offer expertise and resources to lessen the responsibilities of the development team so that they can solely focus on just that – developing the game.
Will updates take longer now?
Possibly, yes. We do want to keep up a regular update schedule, but with QA testing updates before their release, it might take longer than you are used to. We do believe that introducing QA to improve the output is more positive than some assume.
But if your QA team will be testing the beta before it releases, what’s the sense of having US play the beta?
The QA team will try to make sure that the updates do not break things in the game that are already working and flag the most glaring and obvious issues. However, your feedback, support, knowledge and bug reports will still be super important for the development of the game. This project would not be possible without you!
We hope this status update gives you a bit of an insight into what’s currently going on behind the scenes. If you have more questions, feel free to ask them in the comments below and we’ll try to answer as much as we can at this moment in time.
Delicious friends, we have the art for the previous community event winner in Discord!
Feast your eyes upon the creation:
NAUTILOID CHILI!
In this event, the community members had to make a creative recipe using everything and anything in the Cave Digger 2 game!
I have to say, the submissions were amazing this time. I could see creativity and dedication in all the recipes. A sandwich made out of literal rocks for bread, a powder candy made out of geodes and minerals🍭 , delicious hamburger recipes and ramens🍜 , pies made out of an iconic mineral in game (blueberrite)🫐, tartar that turns you invisible, amazing protection brew that I actually want to try🍹 , and even a whole course menu!
Unfortunately, there had to be only one winner in here, and it was the Nautiloid chili. It had the best ingredients, recipe structure, and story behind the recipe!
Congratulations SPOCKHELP for winning the 4th community contest, the Cave Digger Gourmet Festival!
A reminder that the next contest "It's ALIVE! Create your own chompy" contest will end next Friday. So create as much chompy as you humanly can and get the rewards!
From the 22nd of October, we welcome you back to our spooky special event where you will be able to make battle in the terrifying new Draugrheim biome.
In this temporary game mode, you will have to conquer your fears in the land of the living dead and face terrible new (eight-legged) creatures roaming the land of Northgard.
Vikings, it is time to take back what is yours in the Night of the Living Draugar.
however, If you feel like some of those new creatures have more legs than you can tolerate, you can activate an arachnophobia mode in the options menu.
TEMPORARY TOWN HALL SKIN
Finish a game of Northgard in the new Draugrheim game mode (if you dare) and earn a new Town Hall skin. You can claim it in Expeditions
Here's a first patch that incorporates some of the early feedback I got. I'm still digging through hundreds of emails from the in-game feedback form, so bear with me :) I read it all, (almost) everywhere, but it takes some time...
Resource values (HP/SP/MP) are now shown on the player bar if their value drops below 80%.
Fog of war exploration (black areas in overview mode) are now persisted during the game session or until defeat.
Reik is now displayed barefoot if not wearing any shoes/boots.
Renamed talent Staves -> Polearms, and staff weapons -> Quarterstaff
Toolkits have now a description for their purpose.
The Shredding Cleaver also has a better description now.
Added a kind hint to the feedback form :)
Fixed some translations.
A gentle reminder: If you want to support the game, please consider writing a short review here on Steam. It helps a lot to increase the game's visibility! Thank you!
Hotfix 0.10.1a
Fixed an issue with fog of war in dungeons.
Erna now remembers the correct name of her fellow blacksmith.