If the campaign is successful we will donate all our profits from sales to a local animal shelter (www.bluecross.org.uk). Help us rehome black cats in need of love.
All backers will get 4 bonus digital wallpapers and we’ll include a free Steam key for Strange Horticulture for the first 50 orders.🐈
Attention, Commanders! Our Satellite Uplink has detected a number of well-stocked resource deposits across every region this weekend. It’s time to increase your resource harvesting efforts & claim these precious nodes!
Resource locations of levels 7 through 10 will be available until 1 PM (UTC) on Monday, 28th November!
This weekend, we're also running a Gain Resources Sustained Challenge, where players can compete to gain Titan Tanks as a special challenge reward.
Important changes are made to the game. A tutorial has been added and the ghost calling systems have been improved. In the game it is estimated that there will be around 23 ghost activity events and choices related to them. Your choices affect the ending and the behavior of the spirit. You will also be able to open the guide. Unfortunately, it takes a lot more time to prepare the game, because I have the impression that the game is too short. Still some events are under construction and the saving system is not complete. Either way, I hope the game can be released in the first quarter of 2023. See you soon! Webite
and we've our first Bundle discount with our Fights in Tight Spaces Soundtrack! Grab both Fights in Tight Spaces and the Soundtrack for 14% off! Can even gift the bundle as a early holiday present for a friend!!
This is the first post-release transmission. Some things have been optimized and improved and there's also quite a few bug fixes.
The full patch notes are as follows:
Gameplay:
Mini scenario difficulty level optimized
Tutorial UI improvements
Performance:
Room loading optimizations
Game performance optimization
Game loading optimization
Calculating steps in Event Phase improvements
Visuals:
Spawn animations for each intruder implemented
Survivor model in the lobby improved
Bugfixes:
Changing the panel for multiple room actions for a Janitor's "Maintenance plan" Action and Sentry’s ”Defence Plan” Action
Fixed a bug that freezes the game from continuing if the player disconnected during actions "Maintenance plan",” Defence Plan”, and “Choose Next Attack Card”
Character limitation in the server name
TAB button issue in the tutorial
Fixing the panel for a Xenobiolog's "Choose Next Attack Card" Action
The audio issue in the tutorial
Event Phase freezing
Mini Scenario - Closed Doors issues
Achievement bugs
Interactive Carcase after killing an intruder in an unexplored room
Fixed the problem with the falling character in the Cave Entrance
Distraction action
Computer Action Fix - Put Fire And Drive Away Intruders
It was fixed when the game got stuck on one of the players
Other Features:
Added a tool for reporting problems with the Event Phase
Added a link to the game's Discord channel
Other small bugs and improvements
That’s it for today’s transmission. Stay tuned for more as we continue working on the game.
We are back with a new exciting topic to discuss in today's dev diary! We will take a trip back in time and read about our inspiration behind Togges and how the idea was born from something completely different to what you will see when experience the full game at the release on December 7th!
Like the game itself, that's a crazy story. Initially, Togges was kind of Bomberman-ish, where instead of removing blocks, you (the player) add the blocks. But we were focusing on the single-player aspect because that's what I most love about this franchise.
Since we were doing a single-player game, and because of our past experiences with 3D art and design, we were trying to create immersive, atmospheric worlds, with cartoonish stylish visuals, like something along the line of Donkey Kong Tropical Freeze. But one thing that we realized really early on while prototyping is that it's not exactly adding blocks that makes it fun to play, it's where you place the blocks.
The idea naturally grew with this simple approach, and the initial inspiration was left behind (Sorry Bomberman fans!). But instead, we noticed that it was a very simple and addictive gameplay loop, at the same time very unique and weird, so the Katamari inspiration was inevitable. In the early stages of development, we even had a similar game mechanic like in Katamari: Increasing the size as you play the game. In the end, we adapted this idea to the green Togge:
Some people compare it to the Pikmin series as well. While it was not intentional, I can see why. In Togges, there are multiple Togges colors, and each one has a different ability that expands the game's main mechanic, like in Pikmin. The colors were added to the game to create emergent gameplay, where the player can overcome the challenge of how they feel right. This idea came from playtesting, where people were trying to break the game, so we completely embraced it instead of removing the possibility!
Of course, it was not a straight line. Since we started Regular Studio, our goal has been to make something unique. While we achieved our goal, it wasn't without a lot of trouble trying to figure out how to make this idea work.
The game is seen as a puzzle platformer, but it was not created with this in mind. The design approach with Togges was exploring the idea of adding blocks, no matter what it is. So, we created a concept and asked ourselves: "How would those little blocks react to this situation?" - For example, how do those little blocks behave in a big city? What kind of activities would you expect to see with this concept? And so we created the levels, themes, stories, mechanics and level design with this approach.
It was a really fun ride; I can assure you this! We pushed our creativity to the limit, and we are really proud of the crazy things we managed to create with a single game mechanic that doesn't change throughout the whole game.
Writing about the inspiration behind Togges brings back so many memories and makes us really emotional about our progress over the years. And we even have so much more to share with you! In the next Dev Diary, we will look closer at the infamous King President and Togges!
Thanks so much for your time, friends! ːsteamhappyː Lucas and Felipe - The Togges Team
-Radiation zombie passive damage decreased - Banker class now 5% per round instead of 30% - Spawn chance of lifesteal powerup now 10% instead of 20% - SPAS-12 now shoots buckshot of 6 projectiles instead of 8 -SPAS-12 projectiles now do 25 damage instead of 28
It's that time of year! The Steam Awards are just around the corner, and it's up to you, the players, to nominate your favorite games of 2022. From all your excellent feedback, we know that you enjoyed SCARF, and we're confident that it is one of the more relaxing experiences out there. So if you would consider nominating SCARF for a Steam Award, we'd be very humbled and suggest the category "Sit Back and Relax."
Thank you so much for your continued support from everyone at HandyGames and Uprising Studios.