The day DeadPoly released on Steam, my life changed forever. What was initially intended to be a fun hobby exploded a lifelong dream of being a game developer in to reality and a wave of changes came crashing through the life my family and I had built. About a month after DeadPoly's Early Access launch, we found out Player Four was making arrangements to join our family too!
I truly believe candor to be one of my biggest strengths in life, and have really come to appreciate as of late how much of DeadPoly's growth is likely attributed to it. In the spirit of said candor, I'm rebuilding DeadPoly from the ground up. Currently, I expect to have a new playable version within three months, but things can always change in either direction. The current version (and likely a few more bug fix subversions) will remain on Steam under the Legacy branch after the new update is ready. Players who enjoy the current game and aren't ready to start over can continue playing as long as they'd like, as I won't be removing the branch.
A few quick bullets on why I'm doing this:
I'm learning more and more every day. Better ways to do things already done, correct ways to do things previously done wrong, how to do things I haven't done yet, and enjoying the incredible journey along the way.
The game is currently at a crossroads where some of the biggest issues that need fixing would be as much work (if not more) as starting fresh. A very large amount of the time that has gone in to DeadPoly's development has been me learning, which greatly expedites each iteration DeadPoly goes through. There's a handful of people still playing today who remember the first iteration, not many know that the current game is actually V2.
Many of the systems DeadPoly is standing on top of are shaky at best; the game has painfully outgrown itself in many ways, and continually patching holes in a paper boat with more paper is only doing you, the players, a disservice. You deserve better.
I'm making the game I want to play with you, and many of you know how much I despise deleting progress, which is why I've pushed so hard to never require a new game, even through all of the massive changes and new systems. This is a a double edged sword, and has held back a lot of good content and progress due to not being functional on existing saves. Removing this restriction will blow the gates wide open with possibilities.
The biggest reason I've decided to take this route is future scalability. The foundation underneath DeadPoly should be as strong as possible, and the best way for me to accomplish that is to begin again with the knowledge I have now, along with help from the new minds I'm in contact with that weren't around when this boat set sail originally.
I'll be posting snippets and teasers as they become available. I'm freaking stoked to start showing you all what I've been working on.
To every single person who has played DeadPoly, thank you! For real. Stick around, it's going to get wild.
-Kamron
Note / edit for a few of the questions: You will not have to buy a different game, if you already bought DeadPoly, you own it forever. It will update in your Steam library just like a normal update, it'll just be a completely new build.
Added suppressor for RAR, and suppressed sound of RAR.
Added bots.
[IMPORTANT] Bounters is not planned to be developed as PvEvP game. Bots are planned to fill empty space of players in the server.For example, Bounters bots are planned to work similar as 'Counter Strike', rather than 'Escape from Tarkov'.
[IMPORTANT] Current bot system is implemented in very basic way, which means still work in progress.
Bots will find loots first, and when they get enough loots, they will try to exit the field. If players are other bots are in their sight, they will attack the targets.
Bots have random weapon, helmet, and armor.
Bots can finish their tasks as well, just like players.
Since bots are considered as players, players can finish tasks by taking down bots and get same takedown reward as player's.
If all players are either down or already extracted and there are only bots in the field, the bots will extract right away so players don't have to wait until bots extract.
Server host can add or remove bots in the server with console window and config file.
Added Weapon preset.
Player can create and delete presets in game, or in shooting range.
It's saved on client-side, so presets can be used in any servers.
Added directional damage indicator.
Changed
Reworked Weapon Modding UI.
Inventory UI shows the number of takedowns while player is deployed in a field.
Weapon recoil changes while player is moving, crouching, or falling/jumping;
Recoil increases while moving
Recoil decreases while crouching
Recoil slightly increases while falling or jumping
Fixed
Fixed that some weapons' animation transitions were not smooth.
Notes
Official Server has 9 bots in game. If you want to play without bots, you can host your own server and play. Check this page to hind out how to host your own server. If you already host your server, the server needs to be updated. How to host a server.
Bounters Field editor (level editor) is also available. Check the guide and if you are creative, give it a try! How to create a custom Bounters field.
In order to receive wider feedback and communicate better with the players, we will be opening a Discord server for GrandChase Classic. We hope that creating a separate server will allow us to expand our communication and allow players to feel more included.
With the opening of a new server, we would like to recruit additional moderators so that everyone is adequately represented and led. Moderator applications are open to anyone and everyone. Applications will be open from March 15, 2023 until March 22, 2023.
The long-awaited game soundtrack for Monster Knockout has finally arrived
After being delayed for six months. This highly-anticipated soundtrack is a masterful blend of adrenaline-pumping beats and haunting melodies, perfectly capturing the intense gameplay and eerie atmosphere of the game.
From the first track, you'll be transported into a world of epic monster battles, with driving percussion and soaring strings that build to a crescendo of excitement. Each subsequent track builds on this energy, with a range of styles and moods that perfectly match the different levels and challenges in the game.
But it's not just the high-octane action that the soundtrack captures so well. There are also moments of quiet reflection and contemplation, with gentle piano and atmospheric textures that perfectly capture the game's more contemplative moments.
Overall
The Monster Knockout soundtrack is a true masterpiece of game music, finally coming to Steam after a long and eagerly-awaited delay. Whether you're a fan of electronic music, orchestral scores, or atmospheric soundscapes, this soundtrack is sure to satisfy your every musical desire. So buckle up and get ready for the ultimate monster brawl, with the perfect soundtrack to match!
If you want to know the date of the release then I suppose we should tell you
Note: This update is for the Steam Deck Beta and Preview channels, and includes new features that are still being tested. You can opt into this in Settings > System > Steam Update Channel.
General
Fixed guide page layout in overlay for 4:3 aspect ratio games
Today is the day we finally release Keep the Keep out of Early Access!
After almost three years of development and 1.5 years in the EA, it is time to release the game and let it be for a while. And, despite being our first product of that scale, Keep the Keep has attained plenty of features over that time:
50+ main Campaign levels, puzzles and AI battles alike to challenge your mind;
Quick AI Match - Getting a randomly balanced set of towers and fighting an AI opponent on a random map;
Local (hot-seat) and Online Multiplayer will allow you to enjoy battling up to 4 friends on various battlefields;
The Map Editor, to get all kinds of puzzles (or AI battles) designed in the game and share them with friends as .ktk files;
Full English and Russian localisation for 1000+ campaign story dialogue replicas, for a pretty typical-looking story that might be deeper than it seems!
So, you see, for a strategy games fan, for a tactician, for a puzzle lover there are a lot of activities to indulge in for hours and hours to come. We sincerely hope you'll get to see it for yourself!
Changes
In patch 1.23.1, we have made quite a few fixes:
Clearer player colours (especially green)
The tower removal button will appear more appropriately
UI/UX adjustments for the Multiplayer Lobby to properly appear on various resolutions
Multiplayer Lobby player colouring issues addressed
Automatic Quality detection should work robustly now
Optimised build size, got rid of some unnecessary pictures
Game credits got updated too, for we've gotten help with UI
What’s next?
Up to you, our dear friends! We will, of course, see to address issues and provide speedy bug fixes in the future, but who knows? Perhaps, you'll get really interested in the game and would like to know what happens to Keylin after the end of campaign? Perhaps, you'd have some great suggestions for us?