I've just remapped some of the keyboard shortcuts, as I was informed about a bug.
Instead of pressing 1 and 2, the keyboard shortcuts for the restart and hint buttons are now CTRL and SHIFT. The in-game advisory text has also been updated to remind us of these changes.
You can also get the game and soundtrack as a bundle, enjoy the music and tell us your favourite tracks!
Thank you for all your feedback on the recent Fools Errand update. We're very honoured by the love it's recieved. Keep sending your thoughts over. πβπ¨πΆ
Love Severed Steel, but wish it was bigger and playable with friends? Wish no more! Announcing Echo Point Nova, the next title by the team behind Severed Steel!
If you'd like the support us, the best way is to check out the new store page and wishlist!
A fresh update has been released for the game and we share with you information about what has changed! =)
GRAPHICS SETTINGS
We added graphics settings to the game. Now you can change the resolution, gamma, turn on\off v-sync and change other aspects. This is not the final version of the settings, with time the possibilities will only increase, but as you can see the process is going on.
NEW MODE
We've done a lot of work on optimizing REMEDIUM: Sentinels, so we decided to introduce an experimental RUSH mode into the game. More enemies, more experience, mutants have become stronger. The mode is perfect for those who have improved everything they can and want to experiment with different builds for the Sentinels.
Gameplay Improvements
Global optimization;
The Barbican and Lamina Guardians have received their own melee animations;
Improved bloodstains;
Improved Armor Upgrade.
Bug fixes
Fixed hitbox animation errors for Sentinels, environments, and enemies;
Fixed an error displaying grenades when attacking the boss Wolper;
Fixed a bug with machine gun firing after transmutation;
If you are a content maker, streamer or official media and would like to show REMEDIUM: Sentinels to your subscribers, make sure you apply for the key: https://www.keymailer.co/g/games/166227
Let me share what we've achieved this week while preparing the next update of Rail Route, our train dispatcher simulator game.
Sprites Revision
We have multiple sprites for every element on the board. The first column is for a zoomed-out camera to show a simplified version. To achieve a nice neon feel, we compose the sprites from two layers in the standard view. A solid layer and an emission layer (on which we can control the intensity of the glow in our shaders) above give the glowing feel.
So we revisited all sprites; some were missing this emission layer (tunnels, coach yard, sensors), and some were missing the zoomed-out variant. They are all clean and beautiful now. We could also call them high-res now, as the resolution has been increased twice. And while we aligned them correctly to a power of two sizes, they can now be compressed, so the size remains the same. That's a double win.
Building Sprites
Construction UX refactoring is still outgoing (a big task!), and we revisited the sprites we'll be using in a construction.
There's a new indicator for a cursor where you will build a track and which track will be modified. That also applies to any point, like signals or sensors.
New Borders
Maybe you see a different sprite for "borders" than what you are used to. We made them stand out in building mode to help new players understand their purpose. It needed to be clarified, and we also received some feedback to make them more visible, as the contrast could have been better. While they are unimportant during "operational" gameplay, you must see them clearly while construction progresses.
Zoomed-out Map
All sprites also received their zoomed-out variant, while others have been polished. Mainly the sensors were missing, but tunnels and coach yards should now be clearly visible.
Sorry, the fluent gif had over 50MB, and there's no possibility to use a format other than gifs.
While all the sprites are now in place, this zoom level still would need more love and adjustments. But this change should already be a significant improvement. Next thing to go on this topic would be better train labels and alerts, scaling with the zoom level. This is how the zoomed-out level looks now.
Construction UX
Nothing significant (to be visually shared) happened last week, but the work continues intensively, providing a solid foundation for future content in new buildings and sensors. We need the flow to be robust, simple, and easily understandable by newcomers.
We want to release these significant changes in construction somewhere at the end of April, including new possibilities for platforms, autoblocks, and stuff I mentioned last week.
UI
A new graphic has joined our team to fully work on the new fluent UI experience we are preparing. It's a relatively long-term task, and while some groundwork has already been done, there's nothing unique or visually attractive (in a polished state) I could share with you. I hope there will be more next week while we progress forward. These changes are planned after the Construction UX update, as they're even more enormous.
Midweek Update
Our Chinese community will have a minor update this week, which brings them localized stations in stock maps, so stay tuned.
Hello. This update took a bit longer than expected due to my artist falling ill and having to find someone to take over. With that said, as we'll be working more with new content instead of just maintenance/bugfixes, expect updates to take between 1-2 weeks.
This update had a focus on extending the character abilities with super abilities. In addition there's a new elite type and a way to view the top leaderboard scores. There's also an option to have the primary weapon auto-aim if you're having difficulties doing this manually or just prefer a more casual approach.
Next steps
On start of Early Access I created a poll on what kind of content players would like to see more of. These are the results of that from 112 submissions (at the time of writing):
Now, although it's tempting to jump straight into creating more characters, I agree with the sentiment that the core features should be expanded more upon first. Therefore, for the time being I'm going to focus on the next best voted groups. Your input in these are as always much appreciated:
These threads are available on the Discord server as well.
Full v. 0.3.5 changelog
General - New setting: Automatically aim the primary weapon (default: Off) - New super abilities: Normal 5s abilities remain, but the loading bar will continue to 10s for a chance to use a super ability that extends the ability as follows; - Leap Slam: 50% larger AoE with electricity (damage = 10% STR) - Dash: 1 large explosive arrow fired the opposite direction landing at middle point (damage = 10% PER) - Force Field: Outer rim is on fire (damage = 10% INT) - Lullaby: 5 notes fired in random direction (damage = 10% CHA). Each enemy hit drops a coin - Diversion: 50% larger AoE and explosion (damage = 10% LUC) - New elite enemy: "Psycher" - Disables player ability for 3s when in visible view area - Elite type icon will be shown on the map as well - Maps screen has a new button to view Leaderboard Top 25 scores - Super Ball projectiles bounce off the "walls" of the road map instead of the edge of the screen - Road map reverted back to the previous narrower width - Failed missions will come up on the event log as well - Teleporting will add 2s of invulnerability after jump - On pause elites will display their exact health and damage numbers - Some adjustments to enemy toughness over time - Some performance improvements again
Bugs - Map Fog of War area was the same during heavy rain - Weapons that fired "Closest Enemy in Range" did not always target the closest enemy
Hi! Today we're releasing a small update with a few important changes and bugfixes, and some improvements to a few unpopular or underperforming trinkets.
Improvements:
Added a "Immune only" setting to damage numbers so you can hide standard numbers, but still see the "Immune" warning.
Gameplay changes:
Onyx Coin now stops giving percentual improvements beyond level 30, and switches to a fixed XP amount.This prevents the trinket being incredibly powerful in Endless stages, as well as introducing a freeze bug when reaching incredibly high XP levels (around level 450+).
Player level is now capped at 200.Shouldn't be reachable in almost any case, but just to avoid potential problems.
Capped amount of power ups spawned.In Endless stages, powerups could pile up and clutter the screen with arrows. Now if there's a specific amount of them in the vicinity, new power ups won't be spawned, the ones further away will be relocated to a closer distance instead.
Done some changes to underperforming/unpopular trinkets:
Medicinal Herbs: Added +Projectiles effect.
Ice Tear: Removed chance, improved effect.
Soul Container: Added +Damage effect when resurrecting.
Silver Bullets: Increased +Knockback effect.
Viking Helm: Added +Fire Rate effect.
Book of Omens: Reduced stat penalties when leveling the trinket up.
War Drums: Slightly increased damage dealt.
Ice Mirror: Made the effect more frequent, but with a shorter duration.
Marine Necklace: Made the effect more frequent.
Crimson Flask: Made the effect more frequent, radius increases a bit further when leveling up.
Magic Needle: Made the effect a bit stronger and the penalty a bit weaker.
Elixir of Health: Now it also slightly increases Speed.
Exotic Spice: Improved effect.
Hourglass: Added +Luck effect.
Frozen Cross: Slightly improved effect.
Rabbit Foot: Improved effect.
Coin Purse: Improved effect.
Seal of Purity: Slightly improved effect.
Shackles: Slightly improved effect.
Buckler: Removed charges, reduced cooldown, now petrifies the enemy that hit you.
Travel Boots: Improved effect.
Doubled chances of a weapon/trinket showing up as a choice when leveling up if it's required on an available Stage challenge.This should help completing specific challenges when lots of equipment have been already unlocked. Once the item is equipped, further upgrades follow the usual logic.
Player enhancements will not show up if the stat is currently capped. This could easily happen with the Skill Cooldown stat.
UI Scale / Display Area are now saved outside Steam Cloud.This was already done for Video settings, but these two settings were not. Depending on the case, these settings may be user or machine related, but we believe it's less confusing and easier to change this way.
Bugfixes:
Fixed Freeze when leveling up beyond level 450. See Onyx Coin for more details on what caused it.
Fixed scroll not working properly with the controller when checking stats for previous games.