The Flame Keeper beta is now live! For those of you who were able to gain access, congratulations! We hope you enjoy your stay in the lands of Orbis. Remember, your currency is your life! So spend it wisely, stay on your toes, and keep the flame alive!
We look forward to hear your feedback and comments. Remember to join our Discord below to catch up on Flame Keeper's development and talk to some of us on the team! We'd love to chat.
Changed the Restless level 3 skill: ignores fatigue in campaign missions
Changed the fatigue effects: don't impact rotation speed but accuracy instead
Improved the way modifiers are displayed (expressing effect on speeds instead of delays and durations)
Improved the game version label
Updated translations
Fixes
Fixed the Paparazzi level 2 skill not ignoring stun effects
Fixed the character FoV visual when moving in stair cases
Fixed used grenades appearing as unpinned in the setup screen
Reminder: switching to the test branch
In the Steam client, right-click on the game from your library and select "Properties". Select the "BETAS" tab. Select the "test" branch listed in the dropdown menu under "Select the beta you would like to opt into".
The game then should automatically update to the test version.
To switch back to the public branch, just select "None" in the betas dropdown.
We just released a small hotfix for Roboquest (v0.12.1).
Find the list of changes below.
Also and to keep you in the loop let's say we're still hard at work for the final release of the game which will come somewhere in 2023. We have no other news yet but we'll be back with a devblog in the weeks to come to tell you everything we can.
But meanwhile, we hope you're having a blast!
Changelist 0.12.1
Gameplay
• Reduced maximum speed reduction from 40% to 30% • "Paint Brush" elemental ratio reduced from 1.5 to 0.7
Optimization
• Improved performances of some HUD elements such as crowd control feedback, floating texts and maps
Localization
• Added a few missing translations (mainly for Chinese) • Fixed a few text errors
Bug Fixes
• "Toaster" bonus damage against burning enemies now properly applies to Engineer's drones • "Cryo Mastery" automatic critical hit against frozen enemies now properly applies to Engineer's drones • Fixed a few out-of-bounds routes in "Quarry" and "Haven City - Corrupted" • Fixed some floating cryo traps in "Aqua Station" • Fixed an issue when restarting a game in multiplayer, it will now work as intended (and restart the game, you know) • Speculative: Fixed a crash occurring when battling flying enemies • Speculative: Fixed a crash occurring relative to shoot decals when loading a level • Speculative: Fixed a crash occurring when watching at a recently dropped weapon on client
That's it for this little hotfix, we wish you all a happy robot smashing!
Taking damage before was temporarily disabling a script that could have caused the player physics to act inconsistent if they were in the air. Now when the player is damaged while airborne there is one frame that cuts the velocity of the player physics in half instead. So when you are damaged in the air, you will now lose speed but hopefully it will be consistent. The experience while grounded will remain unchanged.
Let me know if there are any issues or questions, thank you
We went quiet for a while but for a good reason; the Hellcard's closed beta was raging behind the scenes. We had our hands full balancing and adding quality-of-life stuff to the game. At the same time, we were making plans for the launch. Finally, the time is upon us.
Launching on 16 February
Mark your calendars, wishlist, and tell your friends. This train can't be stopped: Hellcard is releasing into Early Access on the 16th of February. Why Early Access, some of you might ask. Those who participated in the Early Access of our previous game, Book of Demons, know that our EA launches are atypical. We launch in Early Access with the game fully playable and somehow polished. For us, Early Access is an opportunity to gather feedback so that we can polish and balance the game where you feel it will make a difference. We will also be adding extra content to make sure the game stays fresh.
New Trailer
I would have forgotten! Here is our new launch trailer, where you get to know the antagonist of Hellcard a bit better.
Instead of doing the demo, we are relaunching it as a prologue. This might increase the visibility for the new players since the demo had poor visibility on the store page and people on our Discord were asking where is it.
Until we make sure we can have both demo and the Prologue live at the same time the demo will be unavailable, sorry for the inconvenience. The good news is that:
All your saves and progress from the demo will transfer to the prologue and later on to the full game. You can just install the prologue and continue where you left off in the demo.
We went quiet for a while but for a good reason; the closed beta was raging behind the scenes. We had our hands full balancing and adding quality-of-life stuff to the game. At the same time, we were making plans for the launch. Finally, the time is upon us.
Launching on 16th February
Mark your calendars, wishlist, and tell your friends! This train can't be stopped: Hellcard is releasing into Early Access on the 16th. Why Early Access, some of you might ask. Those who participated in the Early Access of our previous game, Book of Demons, know that our EA launches are atypical. We launch in Early Access with the game fully playable and somehow polished. For us, Early Access is an opportunity to gather feedback so that we can polish and balance the game where you feel it will make a difference. We will also be adding extra content to make sure the game stays fresh.
New Trailer
I would have forgotten! Here is our new launch trailer, where you get to know the antagonist of Hellcard a bit better.
Instead of doing the demo, we are relaunching it as a prologue. This might increase the visibility for the new players since the demo had poor visibility on the store page and people on our Discord were asking where is it.
Until we make sure we can have both demo and the Prologue live at the same time the demo will be unavailable, sorry for the inconvenience. The good news is that:
All your saves and progress from the demo will transfer to the prologue and later on to the full game. You can just install the prologue and continue where you left off in the demo.
See you on the 16th and, as always, Stay safe in the paper dungeons ːArchduckː Konstanty
It's been another awesome month in terms of progress on INSPIRE. I've been able to iron out a whole lot of performance issues which makes the game run much smoother.
Also, I've been working on some exciting new features for the game:
1 - Building System
There's now a building system in place that lets you build your own defenses and utilities. These buildings are super handy when you're in a new zone or gathering treasures or resources.
Each zone has a certain building limit but you can easily reposition, destroy and dismantle all buildings. I can't wait to see what creative solutions you come up with in the battle against the Sentians!
2- Random Levels.
All levels are now randomly populated, which means enemies are spawned randomly depending on certain factors like season, day/night, and randomness. This also goes for the local wildlife and loot. Which makes each time you enter a certain zone feel like a unique experience. And it also got me rid of having to use spawn timers for everything, which wasn't fun and a hassle to keep track of. Each level gets populated at the start of the level but during your playtime in a zone, you can trigger events that spawn all kinds of cool new things!
3- Weapon Modding.
Another exciting feature is the addition of weapon modding, which allows the player to modify their acquired weapons and change the way they behave. Want a shotgun that shoots missiles, you can! Want a sniper rifle that shoots mines? You can! (this last one I've only just thought of so will have to code first). I will show more on this once I got the UI nice and shiny for this. You'll be able to do this straight from the inventory.
These are the main new features that I've been working on in the past month. Next to that I'm also reworking the UI and finalizing all the levels. But I wouldn't want to spoil everything right now. Hope you have an awesome week and I'll catch up with you next month!
A few years ago this moment felt like a long distant dream. A light at the end tunnel that I couldn't yet see...
Five Years Later
After five years of hard work, commitment and passion, with a huge amount of support from the community, the Gym Empire Early Access release date is finally coming. On 12th July 2023 Gym Empire will be available on Steam at a reduced price (about 70% the cost at Full Release) for Early Access adopters and a way to say thank you to all the great support so far.
The road up until this point has taken many turns. With many changes going into the design and look of Gym Empire, most of which have come from great ideas in the community. One thing, however, has always remained clear in the road map for Gym Empire. Early Access will be a complete gameplay experience, providing a full slice of all the gameplay mechanics in the game. From this foundation, the next 6 months to a year of development will focus on fleshing out the existing mechanics by providing extra content and features.
Early Access
Gym Empire already focuses on a strong comedy element. With Clients suffering ridiculous accidents and radio DJ's Tom & Tom, AKA Biscuits and Gravy, providing a humorous background to the hard work and iron pumping of the Clients. Early Access development will plan to continue growing on the humour with Rival Gym, Celebrities and Monthly Awards. As well as expanding the variety and options for Gym development e.g. boxing rings, swimming pools and basketball courts.
I'm so excited for you to all start your Gym Empire and I hope you are too!
How do you save your beloved team’s court from being torn down by a real estate developer? You do what you do best – renovate dilapidated sports facilities to collect the money you need to help out.
Restore gyms, courts, pools and pitches to their former glory, upgrade your tools and expand your headquarters. Collect trophies and mementoes during your renovation missions and display them proudly in a special room for everyone to see.
FEATURES:
Two game modes: Campaign with a predefined number of levels and storyline.
Buy new tools and upgrade the equipment you already own.
Earn money on your renovation jobs and use it to expand your own base of operations – each room unlocked will add some perks and some of the rooms come with a side mission.
Buy cosmetic items you can place around your office.
Trophy room where the player sees various memorabilia collected during renovation missions.
Are you ready to give sports facilities a second chance?