Sleep Paralysis: The Uncanny Valley - Limited Insight Studios
The playtests are wrapping up and I'm pleased to announce the game is coming online on December 14th. This is in exactly one month, just right before Christmas!
If you don't want to miss the launch of the game, wishlist the game!
We want to remind you that the game will be available in Early Access and if you decided to support us, we really count on your feedback, especially when it comes to what monuments you would like to see in the full version of the game.
On the Steam Community Hub, we have created a separate thread for this. You can also send us your suggestions on our Discord.
So where did the idea for Early Access come from? We decided that Monuments Flipper will be available in Early Access because the game now has a lot to offer, and we have a lot of work ahead of us. The game already has ready-made nine models: โ Eiffel Tower, โ Notre Dame Cathedral, โ Azay-le-Rideau Castle, โ Pont du Gard aqueduct, โ Chapel of Notre Dame de la Garde, โ Saint-Michel d'Aiguilhe Chapel, โ Moulin de Jerusalem โ Old Village, โ Old Tavern.
We are still working on locations from different parts of the world and we are counting on you will provide us what kind of monuments you would like to restore or renovate in the full version of the game.
How is the full version planned to differ from the Early Access version? The locations are the biggest difference between the Early Access version and the full version of the game. Early Access includes all locations in France, while the full version of the game will include locations around the world. In addition, thanks to the feedback provided by our players, we will be able to improve all the mechanics and features in the game.
If you have decided to buy Monuments Flipper at Ealry Access, we would like to thank you for your support, and remember to share your impressions with us after playing, we count on your feedback, opinions and suggestions!
If you have any further questions, feel free to chat with us on Discord. ๐
The AsmoConnect platform (Asmodee.net) no longer supports Scythe: Digital Edition player accounts. That is why we have prepared transfers. Thanks to a few simple clicks, your account will be moved to the Knightsโ database - this way, you will keep the history of your matches, ELO, etc., so don't postpone this process until the last minute. Remember that you can transfer your account until December 31st.
How can I transfer my account?
Click on the in-game prompt "Transfer Your Account" or use the "Play Online" button.
Log in to the account you want to transfer (enter login and password).
In the next window, enter the email you have used. Itโs associated with your AsmoConnect platform (Asmodee.net).
Set a new password, accept The Knights of Unity privacy policy and transfer your account.
Confirm your email address in your mailbox.
That's it; your account has been transferred!
We apologize for any inconvenience and errors. If something is wrong, just write to us. Discord and email support are at your disposal. There is no problem that we cannot deal with together! Thanks for your patience!
Hello Survivors! Stranded: Alien Dawn launched in Early Access a few weeks ago and we have loved hearing your thoughts on it! Survival isn't easy but we've got some gameplay overviews to give you a helping guide with specific gameplay elements.
This week we'll be honing in on Combat and Healing, two things that you'll likely run into fairly frequently while playing Stranded: Alien Dawn. We'll start with combat first, then move onto the after effects, and how healing works, later on.
Wildlife and Your Survivors You'll quickly discover that there is alien wildlife roaming the environment. Some of these creatures are mostly peaceful with a fairly low retaliation rate, while others are aggressive and will attack your survivors the first chance they get. Wildlife attacks against your camp will also happen at various intervals, and your survivors will need to be ready for when they do.
Weapons can be crafted at the Workbench, and while you'd normally start off crafting bows and spears, make sure to scavenge the wreckage of your landing pod or any nearby spaceship debris and you may be able to find a pistol or even a rifle. Equipping these to your survivor with the highest Combat skill is generally a good idea! Each survivor can carry both a ranged and melee weapon, and will use whatever fits the situation. Be aware that combat ability varies from person to person, and some survivors will outright refuse to fight because of their core beliefs. Make sure you have your best fighters leading the charge!
To activate combat gameplay you will need to Draft your survivors. Click on one or several survivors to open their Survivor Profile, and then find the Draft button. Alternatively you can also press the R key to draft the selected survivor, or CTRL+R to draft all survivors. This will let you direct them in the field and also give the orders to attack wild creatures, if you want to. If your survivors are not Drafted, they will flee anything that tries to attack them. When Drafted, your survivors will automatically attack any hostile creatures that come within range.
Wildlife attacks Surviving on an alien planet is more than just making sure your base is running efficiently. There's hostile wildlife out there who wouldn't mind having the newly arrived humans for dinner. You'll have to prepare both your survivors, and your defenses, to keep your survivors from being torn apart. If you haven't equipped your survivors with weapons before, the build-up to an alien attack is the time to do it!
It's a good idea to have walls or high fences built around your camp to funnel attacking animals into a kill zone. We also recommend crafting some traps, which will stop most things that step on them in their tracks. There are, however, some exceptions to this, which we'll leave you to find out for yourself! Automated turrets and flamethrowers will provide your survivors with extra firepower. Finally, positioning your survivors at key points inside your camp, or up on elevated platforms, will keep them safe from enemy attacks while also giving them clear lines of sight towards their enemies.
There's no one size fits all strategy, however! Different kinds of enemies call for different kinds of action and combat strategies. Observing the hostile wildlife to learn how they attack will be a strong asset when building your defenses.
Early game Skarabeis will go in for melee attacks and bite your survivors' feet and legs. Exploding Skarabeis deal area-of-effect damage and can even be used to kill other nearby Skarabeis. In the mid-game you're likely to meet Glutches that cause chemical burns and damage nearby constructions, or Hummingflies that attack from the skies. Flying creatures avoid your traps and flamethrowers altogether, so you'll need to prepare anti-air turrets for these enemies. Last, but certainly not least, there are Junos and full-grown Scissorhands. These will show up during the later parts of the game, and can potentially take out your survivors in a single hit. Equip your survivors with armour, or try to fully avoid melee combat altogether.
Once the battle has ended, it's time to take stock and make any necessary repairs on damaged equipment. It's also an excellent opportunity to shore up any holes in your defenses, and not to mention heal any survivors that may have been injured in the attack.
Healing Wounds and Treating Sickness Injured or sick survivors will need swift treatment. Illnesses and wounds will not only affect your survivors' overall health, it will also affect their ability to carry out tasks and their overall happiness. Painful wounds aren't exactly conducive to a happy existence, after all. Wounds and injuries can also cause long-term effects if left untreated, like making it more difficult to move or causing chronic pain.
Let's say your group of four survivors has just survived a vicious alien attack. Jack made it out with just surface wounds, but Laara is bleeding heavily after a close encounter with the attacking horde. Kana and Rakha managed to avoid the attack and are perfectly fine to carry on like before. Jack will immediately head to bed to await treatment or attempt to recover on his own. Laara's injuries are grave enough to where she can't move, so Rakha will have to pick her up and carry her back to bed. If the situation was dire enough, we could also have Jack push through his injuries and carry Laara back himself, but this isn't really recommended unless you're absolutely desperate.
Of the two standing survivors, Kana has the highest healing skill. We have set up her priorities so Healing will take priority over her other tasks, and she will immediately get to work treating the injured Jack and Laara. How you've set up your survivor priorities will determine who's going to heal the wounded or if they'll head back to work. In this scenario, Rakha will go back to his most immediate task, or you can have him reset traps and repair any damaged fences and turrets, if need be. Depending on the injuries, Kana will most likely need to grab bandages or healing salves to patch up her fellow survivors. First Aid Kits from the crashed ship will have to do for now, but you make a note to have someone craft cloth bandages for future use.
When Laara's injuries have been treated, Kana moves on to Jack. Since his injuries are lighter his recovery is fairly quick, but he'll also move a little slower when he first gets out of bed. Laara will need to spend a little more time resting, and will not only move a lot slower, she'll also be in quite a bit of pain.
Treating illnesses works the same way as treating injuries: your survivors will lie down in their bed and wait for treatment from whoever's able to provide it. Sick survivors require Antibiotics, rather than bandages, but a First Aid Kit will also work for overcoming sickness.
Your survivors can also heal themselves. If your best healer is injured it might be worth it to have them take of themselves first, and then move on to another one in the group. Keep in mind though, that the healing process can also fail depending on the healer's skill. A failed treatment by a poorly skilled healer will likely result in an infection. This will then require Antibiotics to heal (rather than just bandages).
This it for this week! Now you should be ready to tackle any enemy that comes your way, and the aftermath of your engagements with them. If you're already playing, how has combat worked out for you? Let us know down in the comments!
If you haven't already, come join the community over on the Stranded: Alien Dawn Discord. We also have Twitter, Instagram and Facebook where we've been posting all sorts of fun content! Don't forget to subscribe to our YouTube channel to keep updated with future trailers and livestreams.
I have to offer a huge thanks to those who have continued to support, stream, or share the game!
We've been quietly plugging away on development ever since the demo's release...with special attention paid to address player feedback.
One of the central themes was the management of battles, and enemy difficulty.
To address this specific issue, we took quite a few steps to make the enemy Stats/Weaknesses/HP etc more evident within the game itself. Thus, the addition of the Bestiary menu. Giznads did an incredible job fleshing out all of the customized UI.
Bestiary is contained in the GUIDE section, which is full of maps, quests, and other information.
Once an enemy is slain, the page will log into the guide automatically
The Bestiary can tell you how much EXP to expect from an enemy (for the sort who prefers some grinding), GOLD dropped, Items, elemental weaknesses, and so on!
Look forward to filling in the Bestiary over time. Special items and collectibles can be found in every enemy type is defeated within a particular region!
I'll showcase more on the other Guide sections in the coming weeks.
Truck Mechanic: Dangerous Paths development diary number #74 is here. We have some information to share with you.
We have spent the last few weeks correcting bugs that appeared after the recent changes. Most if not all have been fixed. Several improvements also met the game's save system. We know how much you cared about it, and we intend to deliver.
Another matter is the ongoing work on maps. We are constantly tinkering with them so that they not only look great, but are also stuffed with interesting content and guarantee stable frames per second.
As always, we encourage you to actively comment and share your ideas with us. Remember that all the screenshots shown above are from a WIP build, they donโt reflect the final version of the game.
Truck Mechanic: Dangerous Paths development diary number #74 is here. We have some information to share with you.
We have spent the last few weeks correcting bugs that appeared after the recent changes. Most if not all have been fixed. Several improvements also met the game's save system. We know how much you cared about it, and we intend to deliver.
Another matter is the ongoing work on maps. We are constantly tinkering with them so that they not only look great, but are also stuffed with interesting content and guarantee stable frames per second.
As always, we encourage you to actively comment and share your ideas with us. Remember that all the screenshots shown above are from a WIP build, they donโt reflect the final version of the game.
With the Closed Alpha Test extended until Midnight tonight (EST -5 GMT), we would like to once again thank all our alpha agents and ask that you take a few extra moments to fill out the gameplay survey (CLICK HERE), as well as file any bug reports or feedback with us here in discord or in the official forums (https://forums.tripwireinteractive.com/index.php?categories/deceive-inc.2333649/).