The Panic Room. House of secrets - dianavoloshanova
Not only people live in The Puppeteer's house. Or not live, but exist. Sometimes. Well, you know... Some of them you have already had to deal with. But there are others. They're around, picking the right moment to attack.
You'll need weapons to emerge victorious from the battle with them.💣
Now's the time to stock up your arsenal-weapons prices will be discounted by 30% for 3 days!🛡
But maybe you're a brave hero and the devil himself is running away from you. I understand that might be a problem over time. But then I bet you'll love the 30% discount on items for summoning bosses.⚔ Stock up on everything you need to fight the bosses and victory will always be on your side!
The January update (Release 70) is here! Here is what it's brought.
R70 Release Notes
The holiday event is over, and so is the hunt for fireworks stashes.
Upscaling Tech
• AMD FidelityFX™ Super Resolution is available in the game options.
Movement
• We tweaked the slide a bit. You can now slide infinitely down a slope and take a crouching position after canceling the slide.
Expedition
• Now all weapons retain their attachments in Expedition. Before this change, only weapons equipped on the operative before launching the Expedition were present in an Expedition match.
Balance Changes
• Kite's remote mine improvements: • • it now ignores enemy drones; • • the mine's flare has become more pronounced; • • it beeps in the spectator mode and during the best moment replay; • • the mine's ability button on HUD now blinks with a blue tint when an enemy is in close proximity to it (in sync with the audio beep);
• • the ability button blinks in a more pronounced manner with a yellow tint when an enemy is within the range that guarantees a kill.
UI/HUD
• Fine-tuned design of the Operative's Equipment Screen. • The Operatives Customization Screen was improved: now you can sweep through different operatives' Cosmetics, Equipment, and Progression without the need to leave the Customization Screen. • Game tasks are now sorted in the following order: progressed, not progressed, and completed. • The friends who are online are shown at the top of the friend list. • For platform compatibility, long player names are truncated to 24 symbols. • To avoid confusion, the "Customize" button in the Armory will be called "Preview" for weapons yet to be unlocked. • Redesigned notification for encounter completion in Expedition. • In the Coop and PvEvP (Invasion) modes, dead AI enemies no longer appear on the radar. • To improve targeting, all weapon scopes reticle and RDS color was changed to green. Since enemy outlines are red and many AIs have red color on them, it was quite difficult to discern the red dot and reticles against red enemies.
Game Options
• The interface language can now be changed in the "Interface language" option under General Options.
Animation
• Improved third-person character animations in the idle pose, when aiming down sights, on-spot and in-sprint rotation, and transition from sprint and run to a stop. • Improved Gardener AI animation. • Weapon inspection animation for the R21 Brute shotgun, the TWD X-Treme sniper rifle and X-Treme Lone Wolf modification, the Dragonfly sniper rifle, the Λ-3 Pilum assault rifle and Pilum Ivory modification, the G7 Springer pistol. Updated animation of Λ-3 Pilum and Pilum Ivory.
Audio
• Improved ambient sounds and cutscene audio in the Border Control Coop mission.
KEY BUG FIXES
• Fixed issue in Invasion where Ram could one-shot kill the Stilt boss with his ultimate. • Fixed issue in Invasion where Orbit could get on top of the first core gate using his leap ability. • Fixed issue in Invasion where the Meteor Strike ability could be spammed infinitely if the Invader had been killed when activating the strategic ability. • Fixed issue in Expedition where secondary encounter supply crates could fail to open sometimes. • Fixed issue in Expedition where the boss fight wouldn't start if the players triggered a secondary encounter (but didn't complete it) before triggering the boss fight, returned and finalized the secondary encounter. • Fixed issue in Expedition where a player could get stuck in crystalline near the bunker. • Fixed issue where Orbit's leap speed was faster if performed diagonally in comparison with a forward leap. • Fixed issue where Orbit could kill an enemy with a headshot when using his ultimate ability. • Fixed issue where the sounds of Ram's ultimate and gravity strike disappeared if Ram wore any outfit. • Fixed issue in Terminal and Nisida PvP maps where a player could get to non-playable areas by using the operative's abilities. • Fixed issue where the death from kick didn't count as a kill for the kicker if the enemy was kicked outside of the map. • Another fix for the issue where a cart could move on its own in the Escort mode. • Multiple HUD and UI bug fixes. • Fixed localization issues with mixed-up attachment descriptions for the G7 Springer pistol, incorrect buff duration description of the U22 Svarog's Sheriff Holsterattachment, incorrect localization of the Kite's remote mine detonator, and the Escort Mode Escape map name on the session loading screen. • Weapon animation fixes for the Z-940 Drachen, Cinetech M5, Black Falcon, XM-27 Pacifier, and SAG-8 Reaper. • Crash fixes.
We have another update for you! Check out what has changed!
[Feature] Profanity checks for chat, room names, and user names have been added. Let's keep it PG-friendly. :) [Feature] Invisible Man and Jekyll & Hyde have been added to the rulebook. [Feature] When your hero stands alone on the battlefield the maneuver action will automatically choose this hero to move - no need for an additional click! [Fix] Issue causing the combat to be reminded after playing Medusa's Secon Shot card has been fixed. [Fix] Time limit issues in online games have been fixed. No more taking your opponent's time in their turn!
That's all for now! Stay tuned for the release plan that we are about to prepare with Restoration Games! If you are curious about what changed from the start of Early Access please read our last announcement where we described in detail the all major changes! https://store.steampowered.com/news/app/1677980/view/3524658636202201209 What's more - Early Access players will get a special set of skins for free so don't wait! Get Unmatched: Digital Edition now! :D
I say this for each blog post, but it’s been a reaaaally long time! Almost one year without writing here. A bad year for blog communication then, but on the bright side, it has been a good year for the developement.
Back To Zefyr
A nice hand painted title screen. And you don’t see it but it’s animated.
After working on & updating various little games for a while in 2020 & 2021 (mainly in order to get experience in marketing and releasing games), I spent 2022 working back full time on my main project “Zefyr, A Thief’s Melody”. And YES, that’s the new name! Actually, I’ve changed multiple times trying to find something that would fit all the requirements:
good description of the main game feel
easy to remember
easy to find on google/steam/whatever
no confusion with other game
no problem with legally registered trademarks
Believe it or not, it’s not that easy…
Game Update
First of all, I’m gonna talk about the visible part… Here’s some cool new stuff for the game:
I’ve been focusing on making the game main quest fully playable for people other than me. This includes creating quests & feedback to understand what happens, maps, dialogs, better level design and lot of signals & feedback to guide the player through the whole game.
I’ve upgraded some of the old-school textures thanks to material maker, and reworked some meshes & graphics
All islands are now visible from anywhere in the world
I’ve worked on a new title screen (you’ve seen it above)
Here are a few screens for you: We can see very far away islands now. This adds to the openness and freedom feeling
Just riding a turtle near Chapter 4…
New sand texture & improved vegetation!
A chase with a pirate ship.
A boss with a life bar
And I’m currently testing it with a few super early testers. I can now say that somebody else finished the game. It’s been really interesting to see how new players react to everything in the game. It made me tweak and improve a lot of things.
Sadly, all upgrades are not as visible as the previous ones.
Dev Upgrades
In 2022, I’ve also upgraded the production pipeline of the game:
Newer versions of tools (Blender 3.X, Unity 2019 LTS, Material maker 1.0, Inkscape 1.0, Krita 5.X, Cinemachine…). That’s the problem of working on a project for a long time. You must have stable and not-too-outdated tools. It is not very visible to players but it is super important for me as a dev to always have healthy prod systems, easy to tweak and modify, with a solid base.
Change the AI from A* pathfinding back to native Unity pathfinding
Clean & strongly structure all the asset database to be able to easily update / fix problems
Big production clean: less code, more efficient, remove unused tags, easier to read and to navigate files
LOOOTS of bug fixes (between 1K & 2K)
Communication
I’ve started to learn stuff about communication:
I’ve created a “pro” presskit for online specialized press. You can check it out here.
I’ve started to post on reddit. I’m still very new to this; many posts were barely even seen, but one or two got their way to decent stats.
I also invested quite some time in my (French) youtube channel. I’ve been wanting to share my way of creating games for a long time, and this year I published ~10 videos mainly about graphics & dev logs. It’s in French, but the last ones have subtitles that can be translated by youtube. I’m particularly proud of that one and that one.
Sadly, you may have noticed it, but I was very bad at posting on my blog, steam and patreon.
Coming in 2023
So what’s up for this new year ?
Last level: I must still work on the last level of the game which is still prototype.
Audio & Music: I have to make a big work on these
Side quests, polish & test: make the game shiiiiine and tweak all the little stuff that will make it lovely to play.
Lot of communication: social media, press, influencers, you name it, this year I must promote the game
Ideally, I would like to craft a few protos for my future games and see what’s worth it.
And that’s it for 2022! I wish you the best for this new year coming, and on my side, I’ll do my best to meet my goals with hopefully a release in Q1 2024 🤞.
The time has finally arrived and we have some more content to share with you. This version is available EXCLUSIVELY to Patreon Subscribers with the 'Inter-chapter release' perk and Steam players with the VIP DLC.
Before you rush ahead, there are some important things to make note of before you play this release:
1 - This is a BETA release. It may contain bugs. If you do spot any bugs please report them in the BUGS section of our discord here. 2 - You won't be able to load any old saves and any saves you make in this beta version won't follow over to the next version. 3 - This version is designed purely to give you a look at the rewritten chapter 2 content and the new stat tracking etc.
Now that's out of the way... Patreon subscribers click HERE for instructions on accessing the content. Steam VIP DLC holders click HERE for instructions on accessing the content.
You MUST follow the steps in the links above to access this content, it will not auto-deliver due to it being a beta release.