Thank you so much for all the additional feedback you've been giving me. Step by step, CTRL Phreak is getting better thanks to you. Here's what changed in this update:
Press CTRL to tab backwards.
Bars that damage you appear as exclamation marks, visually distinguishing them from bars that inflict some other non-damaging negative effect.
New mechanic: segmented kill bars.
New mechanic: over-killing bars will "lock" them temporarily.
Hacked nodes are a different color than hostile nodes on the minimap.
Tweaked various hostile programs' stats.
Fixed a bug that caused window handles to not know which window they were on.
Blindsight: War of the Wardens - roccowu.poshentertainment
Hello There Everyone!
Since development started a little over a year ago, over 80 talented individuals have put their passion and hard work into creating Blindsight: War of the Wardens. We are happy to announce that our game has launched for you to experience our game!
The game's development started as an "Advanced Games Project" at the University of Southern California's Game Design program (USC Games) with collaboration from Cal State Fullerton and Otis College of Art and Design. We hope you enjoy the game and we invite you to our community to offer feedback, suggestions, and bug reports that will help us further develop the game and make Blindsight: War of the Wardens a better player experience.
Hello Community, KeepUp Survival is now running on the UE5. This update #75 will be released in 2 parts. But first, I want to thank my community again for making this all possible and sacrificing their time to help me find problems faster. Your wishes and ideas with me stehts share. This is not a matter of course and I thank you for it.
It is always nice to see users returning who have been with KeepUp Survival since its release. Many have changed their reviews to positive, which also surprised me a lot. Thanks again for that!
And I hope we can achieve more good years together to make the game something better. - The first part includes the complete overhaul of the main engine, especially other changes like the main menu and the overhaul of the AI, sounds, graphics and more. It also includes other changes, but they will be fully effective only with update #75 part 2.
- Therefore, there may be some limitations in functionality, for which I ask for your understanding. Unfortunately it is not possible for me as a single person (developer) to make so many changes in this short time and work error free.
- The update now also includes the possibility to determine the seasons yourself or to let them run fully automatically.
- Changes to the farming system have been made, but will only be usable in part 2.
- Please do not use old game saves, the changes are enormous, so old game saves might just contain problems. For all further updates you can continue to use the game saves as usual.
Part 2 contains: - The revision of the map Lost Island - Improvements to weapons and projectiles - Human AI - GamePad Improvements - Zombie Dismember - Zombie DLC Activation (In part 1 he is currently inactive) - Multiplicator - More
The second part of Update #75 will be published in a few days.
The latest update in preparation can be found here:
Take this opportunity and get 30% discount on KeepUp Survival.
KeepUp Survival: Survive on a deserted island with amazing wildlife and abandoned houses. A game in a natural and post-apocalyptic environment, in which your mission is to survive in KeepUp Survival.
How you shape your survival is entirely up to you. You don't get tasks, you give yourself the tasks to ensure your survival.
You have many options at your disposal, from crafting to building to farming. You will also have some small companions to help you.
A detailed and exciting world will captivate you and impress you expectantly.
SOUNDING - After several complaints about the game audios being too loud, I made volume adjustments on all of them, from start to finish, and also added an ambient sound so that in silent moments, the game would not be really muted, and deepen the game atmosphere.
LEVEL DESIGN AND INTERFACE - Right at the beginning of the game, one of the instructions on the walls was not very clear to all players, and this has been changed to make it easier to understand. Another important aspect was the change of place of some obstacles in one of the phases that the players had more difficulties. Level Design now directs the player to the door they need to open, before giving them any items to carry. This way the player knows where he needs to go when he is carrying the first item. OBS: Make no mistake, the phase is still difficult! It's just fairer
SMALL UPDATES - While I was tinkering with the game, some small errors were fixed.
Tunguska: The Visitation - Enhanced Edition - Rotorist
I apologize for my mistake - last night while fixing one bug, I accidentally wrote the code to double an essential character's health by 2 each time you load the game. This small patch is to fix that bug. Thank you for your patience!
Vertigo 2 has a lot more text in it than I realized, and I had to delay localization until after launch. Now it's done! The game is now available in Spanish, French, and German. If your steam client is set to use one of these languages, it will use it automatically. You can also set the language manually in the game properties by right clicking on it in your library.
These languages have been chosen because I see the most interest in the game in these regions. I would love to localize to more, but because of the large amount of text it is quite expensive. It's possible more languages will come in the future.
Added new lighting for the first (main HUB) level.
Updated unlocking new dungeon portals to also show new (fire torch) lights.
Replaced the Skeleton Mage's Bind ability with a new Shadowflame ability. The previous ability worked alright, but didn't offer the SM class a good spell overall for their skillset. This new ability hopefully looks more asthetically pleasing while also being more enjoyable for the player because of the damage dealt to enemies. Pressing R now activates Shadowflame for the same 50 mana, 15 sec cooldown as before.
Hey guys, I upped the production quality on my dev streams (hopefully) - Let me know what you think.
In this video, I talk and think through how interactions will work in ProtoZED from a user experience perspective. You'll see some of my thought process and what leads me to go the route of zero sievert's implementation.
#ProtoZED is a coop extraction looter-shooter with #projectzomboid style combat. This game will focus more on shorter sessions when out gathering supplies (extraction shooter like #zerosievert & #tarkov ) and keeping your survivors' needs managed while at base (colony sim management like #rimworld).
I am a #unrealengine solo dev that has been working on pieces and parts to this game for years now. This is my labor of love and I am very excited to be putting all of these pieces together into a cohesive experience.
Hi everyone! In celebration of the TactiCon steam event, Espiocracy will begin streaming in-development gameplay footage on the store page Sunday night.