It's Friday 13th so why won't you use some turrets to protect yourself!
Today we take a look at three turrets in Line Hold and how they work. Also we will take a quick peek at Mech Bay in Hub area.
There are Double Bolt Turrets that shoot nearest enemy - high fire rate and bullets have a small knockback effect that is very effective against lighter enemies.
Thumer Towers damage all enemies nearby - making them very useful in chokepoints and against swarms of smaller enemies.
Laser focus turrets target a single enemy. The longer they stay on one target - the more damage they deal over time, making them perfect for more tanky enemies. And as you can see - there will be dedicated part of the Hub called Mech Bay that will help you test out different turrets.
It will be possible to set target priority for all turrets to make sure to maximize their effectiveness.
WHAT ELSE?
Getting ready for updating visuals of the game and testing multiplayer.
The Monkey King is crashing into the Arena with his magical staff and shapeshifting abilities that are sure to knock you out! Sun Wukong, the newest God coming to DKO, arrives next week!
Welcome to the first newsletter of 2023! As is tradition we will be doing a recap of our game and communities achievements in 2022. On behalf of the staff at Void Interactive, we would sincerely like to thank you for your continuous support and feedback of RON, we owe our success to you! The team is excited to continue working on Ready or Not and looks forward to all the new exciting updates to come in 2023!
Since our launch into Steam Early Access in December of 2021, Ready or Not has progressed quite steadily towards our goal of a full release in 2023. Both community and development efforts have ramped up as we’ve expanded our development team, worked closer with the different portions of our community, and worked hard to grow the community we already have! Community Content
Over the course of 2022, the community came together to produce a prolific amount of content. Videos that run the gauntlet from critique to compilation, every flavor of art one could look for, and even photos of community members doing their best impression of the Los Suenos Police Department!
Above: The winning art from our Community Art contest, produced by Etnad, picturing a newly engaged husband and wife.
Above: The Winner of our photo contest, Royourboy, took a stunning picture of two geared individuals backlit by a sunset. On the side of modifications to the game itself, modders have continuously outdone themselves with a veritable mountain of content– and their passion has not gone unnoticed. We introduced mod integration into the game itself using the mod.io platform and through continued support and tweaking of the integration of mod.io we have made an amazing amount of progress on both the UI and UX fronts resulting in a more reliable modding experience! As mentioned in the recent AMA, the possibility of Steam Workshop arriving has not been entirely taken off the table, so if mod.io isn’t your preferred mod delivery platform then keep your eyes peeled!
I wish I had the time and the space to plug some of our favorite mods, but then this newsletter would be mostly mods. I highly suggest checking out our community content showcases for a more in-depth look at some frankly spectacular mods.
Finally, we cannot forget the part of our community that is the key to our continued presence on YouTube, TikTok, and other media platforms, the content creators! We appreciate every single one of them, from the smallest channels posting videos of their friends' first run of Voll Health House to users putting together beautifully framed pseudo-trailer videos.
Outside of media we’ve partnered with Lurkit to be able to reach more content creators in a more organic matter, giving us the ability to give existing content creators more compensation for their work and reach out to new ones to further increase the reach of Ready or Not. Development Milestones
Since our launch into Steam Early Access at the very end of 2021, the growth of Ready or Not has been explosive in proportion to the competitive nature of the Early Access shooter space. The vision of Ready or Not has come into clearer focus after every single update with refinement of weapons, sounds, levels, AI, etc.– and with the invaluable feedback from our community the game will continue to come closer and closer to its finished state.
2022 has brought us 17 new weapons, among them being the introduction of the PDW class with the MP7 and P90, the renewing of the venerated M4 into the more modern Mk18, among a plethora of other beautifully rendered and powerful sounding firearms. Among the close to a dozen there are many standout maps, among those being the raid on Voll health house and its impeccably kept upper floor hiding a horrifying secret underneath, the bright and beautifully rendered club marred by violence and turning the entire building into a Neon Tomb, or the final moments of the ex-USIA agent Gerard at his home on Sullivans Slope.
Above: The MP7, first in the games PDW category.
Of course without the backend improvements, the maps would not be as spectacular as they are without the overhaul to the games lighting system to greater show off the excellent work of our mapping and art team.
Above: The new lighting engine in action
In 2023, we wish to carry Ready or Not into its release window and beyond, continuing to refine our labor of love until we can’t anymore. No matter how soon or how late that comes, we will continue to communicate with our audience, you can find a sneak peak into some of our future plans in our recent developer AMA!
We hope that every single one of our supporters, new and old, continue to stick by us into the future of VOID Interactive and Ready or Not!
Conclusion
This concludes our first briefing of the new year where we looked at some things Ready or Not has achieved in 2022. Be sure to tune in next time for more development news!
If you’d like to help us test new content during playtesting periods on the Supporter exclusive experimental branch, provide us with your game feedback, and keep up with the Supporter community; you can become a supporter at www.voidinteractive.net or at our Steam store page.
Are you a content creator on youtube or twitch looking for new games? We got you covered; Ready or Not has partnered with Lurkit to elevate gameplay! Make sure to follow us here.
Want to learn more about the making of the kick ass music in Power Chord? Check out this interview with Tom, the composer of the Power Chord soundtrack. Don't forget... Power Chord releases January 26! Be sure to hit that wishlist button so you'll be notified as soon as the game launches.
We are excited to share that we are now accepting entries for our very first community Combo Contest! This is a great way for you to show off your creativity and combo skills, and win a prize while you're at it. If you’d like to take part, all you have to do is record your most creative combo in Gordian Quest, and submit your clip in the #combo-contest channel on the Mixed Realms Discord.
The winners will be selected by way of community vote. The top 3 clips that receive the most reactions in the channel will be the winners, and the community members who submitted them will receive a copy of the Original Soundtrack DLC as a prize!
You may submit your combo entries until the 20th of January, after which submissions will close and and a week-long voting period will start. The winners will be announced on January 27th.
Rules: 1. Maximum of 3 entries per contestant. 2. Each entry can only show the execution of one combo, entries with multiple turns will not be accepted. 3.Discord only supports mp4, webm and mov. Please make sure your entry uses one of these formats. 4.After the entry period is complete, we will lock the channel and allow all members to react to the entries to place their vote. No restrictions on the number of entries you vote for but please keep it to one vote per entry
We can’t wait to see what creative combos you come up with!
Don’t forget to follow us on Facebook and Twitter! As always, we also welcome all heroes to join our community on Discord!
This DLC contains one Legendary Hunter, two legendary weapons - a Vetterli 71 Karabiner Deadeye and a Caldwell Conversion Chain Pistol - and a Legendary Choke Bomb.
NOTICE: I accidentally posted this to the wrong app. So here's the blog post from two weeks ago!
Welcome back to another tour of our little venture called Sanctuary Saga. In this dev blog we’ll be diving deeper into a core system for any good JRPG: Combat! Let’s get to it, shall we?
Like many creative projects, we took inspiration from the greats before us and cobbled together our own unique system. When I played Darkest Dungeon, I was blown away by how immersive and strategic the battles were. Not only was skill selection important, but WHERE our actor was positioned mattered a great deal thanks to limitations on where actions could be used. I also wanted to emulate something similar to the iconic battle lines from the cinema, namely those from 300 with shield walls clashing together. Added to all of these were our own take on an Argument system, emulating how these characters would actually get along in the stress of battle.
Easy peasy, right?
The trick was ensuring our battle system could account for ALL of these things, making it an ideal playground for players to explore. Each of our Guild Leaders do have their own set of six skills (plus the generic Attack and Guard actions), each with row requirements. Attacks are either Melee, which MUST target the enemies’ front lines, or Ranged, which can target any enemy in the fight. The enemies all have their own skill as well with the same restrictions leading to skirmishes emulating those vast armies clashing I previously mentioned.
Along with the row based structure comes all the usual buffs and debuffs you’re used to seeing in RPG games these days. These include modifying base stats along with damage over time (Bleed, Burn, Poison) and heal over time (Logistics and Mantra). To allow us the ability to empower enemies even more, we added in a Second Chance feature similar to DD’s Deathblow mechanic. Simply, if a Guild Leader was above 1 HP prior to an attack, it cannot knock them out. They don’t like this very much so it DOES increase their Argument meter by a lot each time Second Chance is triggered.
Oh. We also added an Argument Meter. The higher the meter, the more likely a Guild Leader will spend their turn Arguing with someone else and not perform the action the player selected for them. Managing the Argument Meter is a full time job and our support roles have a separate set of skills to do just that. It is absolutely possible for your party to be near full HP and spend the rest of the fight arguing until the enemy brings them all down…
The last thing players will notice from our screenshots is there are four Guild Leaders in the active battle party. But aren’t there six characters in the party itself? Yes, there are in fact six. Two members of the party remain out of the battles. Between fights the player can swap anyone in and out. If a party member is knocked out, they will remain incapacitated until the party is able to rest during the expedition or until the party returns to the Caravan. While it may not be the end of the world for one or two Guild Leaders to be incapacitated, you’re really going to feel it when the third one is KOed! Two- and three-manning a dungeon is not for the faint of heart.
That wraps things up for the battle system of Sanctuary Saga! What party compositions are you most interested in trying? Let us know in the comments!
I'm extremely proud to announce that SUFFER 2 is officially live on Steam!
This game has been in development for over two years and I believe it is a huge improvement over the original! The music, graphics, and sound have all been vastly improved and I've learned so much about level design since the original that these new stages are my best yet. The game works great on Valve's Steam Deck and plays perfectly even on older hardware.
If you haven't played the original you won't feel lost if you start with SUFFER 2 - this is a boomer shooter first and the story is very light. The Leviathan Government has taken control and destroyed the world! It's up to The Spirit of Anarchy to end their tyranny with ninja swords and extreme firepower! With 5 difficulty settings and 39 levels there is plenty of content here to keep you coming back for more SUFFER!
Thank you to everyone for the support over the years. This game is my best yet and I hope you all enjoy it. I have some future updates planned but right now I'm focused on getting this one out there to the players. It's way more polished than the original and I am incredibly happy with how it turned out.
This game has been in development for over two years and I believe it is a huge improvement over the original! The music, graphics, and sound have all been vastly improved and I've learned so much about level design since the original that these new stages are my best yet. The game works great on Valve's Steam Deck and plays perfectly even on older hardware.
If you haven't played the original you won't feel lost if you start with SUFFER 2 - this is a boomer shooter first and the story is very light. The Leviathan Government has taken control and destroyed the world! It's up to The Spirit of Anarchy to end their tyranny with ninja swords and extreme firepower! With 5 difficulty settings and 39 levels there is plenty of content here to keep you coming back for more SUFFER!
Thank you to everyone for the support over the years. This game is my best yet and I hope you all enjoy it. I have some future updates planned but right now I'm focused on getting this one out there to the players. It's way more polished than the original and I am incredibly happy with how it turned out.