The randomizer is here! Feel free to check its characteristics at the bottom of this post, there’s a dedicated topic pinned in Steam’s forums for your suggestions or reporting problems. Changelog:
- Implemented the randomizer option, it is available at the bottom of the New Game’s menu.
- New Achievement: Horror Master Challenge: Clear Dead Beacon’s Randomizer in Nightmare skill (Ending A) setting the enemy randomization type to Total, setting Randomize Soul Dagger to No and without saving. Apologies beforehand.
- Added an arachnophobia toggle in Options Menu. It will replace the spider’s main model with two basic spheres with eyes.
- Skipping the animation in the lighthouse’s top will now skip to the end scene instantly.
- Fixed an issue in which the player would get bitten instantly (even at distance) if failing or not having enough stamina for the grasp-release QTE.
- Fixed an issue in which the crawling skeleton would remain stuck in place.
- Fixed an issue in which items would fail to stack in Journey mode (due to the extended stack size in this skill)
+ Randomizer characteristics: - Breakables that were empty in the main game may contain items.
- The code to access the new wing is randomized and so are the sapphires for getting the code!
- Weapons are randomized but compensated for a better experience, p.e. you will find the shotgun in your first visit to the manor but in a different room. Pistol will always spawn either in the port or in the first garden, etc.
- Players can choose to have all the inventory slots from the start (recommended since it is easy to run into inventory problems). Also, players can choose to have the Socketed Gem from the start for those not familiar with all items’ spots.
- Players can choose to NOT randomize the Soul Dagger, this will require to hunt more items in order to unlock all bosses areas (like necessarily finding two ballista bolts to take Gargoyle down).
- Coins and spinels are not randomized for now but the items in the vendors are.
- Some items (and enemies) could be visible from outside their containers or diggable lumps, players should be able to grab most of them for now. It’s the magic of randomizing.
- The Nightmare Spawn is not randomized, at least for now. It requires special pathfinding for its wandering behavior (also it’s fat and won’t fit in 80% of rooms).
- Remember that in Hard and Nightmare randomizer you may not be able to find a candle to save easily, woops (The first candle in the cottage is not randomized, to provide players a chance to early save).
A randomizer informer exists when pressing Escape, it tells the player which main items are in which room. Only intended for reporting purposes or if you’re desperate. :P
If any game translators want to update the new few strings in main menu related to the randomizer, I’ve updated the localization topic files with them.
The most recent Next Fest was an incredible experience, and I found myself spending countless hours engrossed in various demos. Despite the time commitment, I have no regrets - it's clear that we are living in a golden age for gamers.
However, it's important to acknowledge that indie developers face unique challenges in this market, where competition is fierce and standing out is essential.
On a positive note, I'm thrilled to see that Shardpunk has gained some much-needed visibility, resulting in an increase in wishlists. Additionally, there have been several engaging discussions on Steam forums about the game. It's been incredibly rewarding to see the positive reception the demo has received thus far, as reflected in the demo surveys. Overall, I'm extremely pleased with the game's current standing.
Anyway, as the release date approaches, my focus has shifted to polishing, playtesting, and addressing any technical issues that need to be resolved. It's a busy time, but also an exciting one, as I prepare to share the final product with you.
As a sneak peek, I've included a few new gameplay gifs from my latest playthrough for you to enjoy. I hope they provide a glimpse into the world of the game and get you as excited for its release as I am!
Props to Trollface for finding some minor script bugs while attempting to translate the game. Final update of all time.
Complete list of fixes:
-Fixed problem with Laughing Coyote gaining new abilities at the end of chapters: Pharmaceuticals, Stimulants, Speed Strike (I was using obsolete ability names). -Changed "Blunt" damage type in some scripts to "Melee" (also obsolete, didn't affect anything because it's damage type#0, melee). -(PANAMA) Fixed missing Mabel dialogue with Lady's Man ability (doubled point reward).
ːcocobotːːcocobotːːcocobotː This update is AGGRO! ːcocobotːːcocobotːːcocobotː
ːholopackː Features ːholopackː
New Map Area!
A train station where loading and unloading happened before the Harvest Festival has appeared in The Zone! It's a verticality heaven with lots of jumping points and ways to escape from the enemies!
Two New Enemies!
Bomb Launcher This monster is not very movable, but he'll launch grenades at you from a huge distance so be careful! And if you dare get close you're in for a surprise ːhddeadː
Flying Bomber Those monsters launch 3 bombs at you at the same time, but those are sticky ones! So be careful where you walk!
Itch.io Update!
- Itch is now on the same version as Steam and you can play together by sharing the Room Code
Enemies Rebalance
- Added 2 new enemies to the Waves - Changes Spawn ratio of certain enemies - Snake's Bullet doesn't go through walls anymore - Reduced Snake's Health - Other enemy stats rebalancing
Visuals
- Added A TON of new Art to the Map! - The Shop now has a new model and textures! - Improved visuals on the Silos part of the Map - Added Slow VFX when inside Little Mac's Slow Area
Fixes and Improvements
Upgraded our Character Controller - Fixed an issue where Ash would keep bouncing forever when trying to climb certain objects - Fixed an issue where Ash would jitter when sliding on certain slopes - Ash's maximum walkable slope angle has been reduced from 62 degrees to 42.5 (This will make it harder to stay on top of certain trees).
Bugfixes and Optimizations - Fixed a lot of Crashes that were happening - Started optimizing our Net Code - Fixed A LOT of small errors that were happening and causing certain strange stuff to happen (like dead enemies spawning)
---
Director's Commentary
This update marks the start of our efforts into making combat a lot more interesting. With two new enemy types released and some more in the works, we want to keep combat super fast paced and interesting during the entire duration of the run. We also did a lot of enemy tweaking like reducing/changing some spawns here and there and changing some behaviors like the Snake's Bullet not going through walls anymore.
We also focused a lot on the game's Stability, we identified some issues that were causing Crashes and we went hard on fixing those, the side-effects of this is not only Crashes being fixed but the game running MUCH smoother. We want to keep solving stability issues on a higher priority than other issues, so please keep reporting any crashes or things that are game-breaking! :smile:
As always, thank you SO VERY MUCH for playing Atomic and helping us make it better and better!