At IndieDevDay 2021 CLeM won the Most Anticipated Game Award. Cool, huh? OK, but in this year's edition of the event CLeM has won the Best Narrative Award. YAS!
In case you are wondering, from left to right: Javi, Mariona and Jordi =)
During the event we really enjoyed discussing with all the attendes that tried the game how they expect the story to unfold. We promise that we'll work the hardest we can to meet, and hopefully exceed, all your expectations. That's why we are continuously updating the demo that you can play right now in the game's store page.
So far, we have fixed some bugs and added a lot of nice tweaks while we keep improving everything we can. We'd love to know what you think of the game so far, so don't hesitate to post it on the community hub. Questions, suggestions, requests... Whatever crosses your mind will be welcome and taken into account.
Thank you all for your support and don't forget to add the game to your wishlist!
There are also a TON of balance changes, new cosmetics, and more coming to the Battleground of the Gods with this Update! Plus, make sure to check out the RuneScape event which features a new text-chat feature, 69 unlockable capes, and more! All of this incredible content is available now, in SMITE!
Hi everyone! Outrider brings news! We're happy to share some positive news with you in this upcoming dev diary.
First of all, we're changing our Early-Access plans slightly. Initially we were going to release Warlords Under Siege with 1 map and 60 cards. However, since we managed to plan our time really well and the development went faster than expected, I'm pleased to announce we'll be releasing the game with TWO maps, TWO enemy factions and over 180 different cards! This is much bigger than we planned initially, and I hope this amount of content will be sufficient to keep you engaged before future updates start rolling in.
Let's talk important stuff changes...
New Flat Progression System
One of the biggest changes we hope to introduce before EA hits the floor is player progression. At the moment, players are only able to progress by unlocking new cards. We hope to add some flat progression system by allowing you to expand your town hall, and additional upgrades. You can think of it as a "tech tree". This is done from the main menu and once unlocked it stays with you forever (or until you decide to delete your save :) ). I don't have any good mock-ups for you yet, but you can expect updates like improved unit stats, building costs etc. Town hall will have a visual progression, a sneak peak of which you can see here.
Passage of the Dead
In the last dev diary we showed off a WIP of our upcoming map, Passage of the Dead (PotD). We're happy to confirm it has been implemented, tested and ready for slaughter. Improvements and balancing are due for further refinement, of course, but we've already seen some content creators give the map a go. The biggest difference between Western Valley and PotD is a new enemy, and two fronts! That's right - it's no longer just one continuous long wall - now you have to defend two sides.
Balance Changes
Needles to say as we go things will be re-balanced. We added in a Re-roll for your fate rolls, giving you an additional tactical option. Of course, this has a drawback - it costs gold, and the price for re-rolls increases with each one. Them Gold Mines might now be more useful.
Deck Variety
We've been SUPER pleased with deck variety content creators have been trying out. We've seen some players like Szczurkowski play without any buildings, relying only on instant troops, upgrades and hero skills. Others invested heavily into defence, or economy starts. We've also seen some first victories uploaded to YouTube, which is super cool. Here are some pics from content creators.
That's all for today, and thank you for tuning in. Please share the game with your friends and other content creators. Remember - we currently have sign ups open for a playtest before the release! You can join in from the Store Page.
We promised you a development update in November, and here it is! The DEVOUR team is hard at work putting together our new, upcoming map The Slaughterhouse, due for release in 2023. As we detailed in our previous Steam post, this one is taking a bit longer, and we'll give you an estimated release date as soon as we can. In the meantime, we're excited to show you some of the awesome work we've been putting into the assets, characters and environment:
We teased the shredder previously, and it's here again because we can't get enough of how gory it is. Any ideas what it'll be used for?
The oil can really shows how grungy The Slaughterhouse map will be, and it certainly won't be the only thing that's rough around the edges.
You can't have a slaughterhouse without a dark, creepy freezer, and there'll be plenty of chills to be had between the swinging carcasses.
What do you think these vents are for?
Here, piggy piggy.. You might not want to get too close to these guys. (Please note, this is concept art).
These gruesome slaughterhouse workers might not behave quite as you'd expect based on our previous maps. (Please note, this is concept art).
Nathan is ready to hunt you down. We think you're going to find his behaviour, sounds and animations just as terrifying as his appearance. (Please note, this is concept art).
We think The Slaughterhouse will be DEVOUR's most brutal map yet. There will be new mechanics, and we're returning to a smaller map size, so you can expect it to be visceral, bloody and claustrophobic. We want you to be shocked and terrified in equal measure.
Christmas Event
Similar to last year, we'll be doing an event over the holidays. This time you'll be able to unlock a terrifying, unique winter-themed outfit for Zara - we'll post with more details closer to the time.
Thanks again for your patience and support as we work on our next map. At some point in the near future we'll post some new info about Nathan's chilling slaughterhouse form, so you know more about what you'll be up against..
I'd say we're speechless, but here I am writing this message. Endling – Extinction is Forever being nominated for The Game Awards has been a very exciting surprise, though, and we could not be prouder for it to be considered among such truly outstanding Games for Impact!
You can go and vote for Endling – Extinction is Forever and, of course, a ton of other prestigious projects and people across 31 different categories already if you feel like supporting us at HandyGames and, more importantly, the talented and dedicated team at Herobeat Studios. It would mean the world to us, but either way, being nominated at all is so much more than we could have hoped for. So once again, we thank you from the bottom of our hearts for playing Endling – Extinction is Forever!
We’re happy to reveal that we’re working on new essential versions of gathering camps. What’s more, you can already test them on the Experimental Branch!
Why do we approach Camps
It’s more than two years since we introduced the concept of nodes and unique camps to the game. Since then, the game evolved and we feel this old system could use some iterations. Going through your feedback we’ve noticed the inability to gather resources from the glades caused a lot of frustration and felt very rigid compared to the flexibility the other production buildings present.
What we changed
Regular and Primitive versions of Herbalists' Camp
In the experimental version, you will find four main changes:
Scavengers' Camp was removed from the game.
All remaining specialized food camps (Trappers’ Camp, Herbalists’ Camp, and Foragers’ Camp) have unique recipes without any duplicates (Forgers’ Camp has Roots instead of Insects).
Those three camps now have their essential, primitive versions. Primitive camps have all the recipes their full-fledged counterparts have, but inferior efficiency. They will gather the nodes ~25% slower and will deplete nodes much faster (3 charges instead of 1). One additional caveat is that those camps can’t gather Giant Organisms on Marshlands.
Foragers’ Camp now looks like the old Scavengers’ Camp, models are still subject to change.
The regular blueprint versions of Foragers’ Camp, Trappers’ Camp, and Herbalists’ Camp are still available to get from Reputation Rewards, Orders, and Traders.
What we’re interested in
Our main goal with this change is to bring more diversity to the games, increase the range of choices player has regarding raw resources, and reduce the frustrating inability to gather basic resources while keeping the camps’ role relevant.
The questions we are primarily interested in, are:
How do you feel about the new Primitive Camps? Are they fun?
How does this change affect your playstyle and settlement layout?
Is this new approach better or worse in your opinion?
Is this new approach easily understandable? Are there any issues with the user experience?
The Experimental Branch is an alternative version of the game dedicated to testing new features. Upcoming changes are not localized, there can be bugs, and the balance might feel way off. The experimental version has extensive logs and assertions enabled which means degraded performance. It has a separate save file from the main version and your progress can’t be transferred from the Experimental Branch to the main version. You have access to the developer console but you won’t be able to unlock achievements.
How to switch to the Experimental Branch
Switching to the Experimental Branch will require you to opt into the Beta branch on Steam. Here’s how to do it:
Open Steam
Right-click on Against the Storm in your library
Select Properties
Go to BETAS tab
Choose “experimental” from the drop-down list
Wait for the game to update the files
Launch the game
In order to switch back to the regular version, please repeat the steps above but choose “None” from the drop-down list in step 5.
Developer console commands
The Experimental Branch includes a developer console that provides various useful commands.
If you want to test new changes with a fully leveled-up profile and all content/upgrades unlocked, feel free to use the “meta.addAll” command in the console when you are on the World Map. You can open the console by pressing the ~ key on your keyboard.
Today we’ve launched our latest patch 1.5 which includes improvements for Steering Wheel Angle detection, the Navigator, added Crossplay between Steam and Epic Games Store players, and much more!
We’re going to continue improving, updating, and adding to the game. Thank you all for your patience and constructive feedback. We appreciate it!