In this brand new game mode the stadiums have been taken over by the Robot Masters, and you're the only one who can defeat them with the power of DUNK. You can choose to face them in any order. If you win, you steal their skills. But be careful: the others get stronger after your every victory! Can you beat them all?
You can play solo, full coop, or versus with up to 4 friends.
If you played the demo and liked it, or if this is your first time with RoboDunk, please leave a nice review so other people like us can discover it too.
And remember... I put some Fly Punch Boom secrets in it! First person to find them all gets a prize.
How hard is this Robot Masters challenge? Too easy? Too hard? Let me know. As always, may the power of DUNK be with you.
Brave Dungeon - The Meaning of Justice - - insidesystemgame
Update ver 1.05.07
Fixed a problem in which the display position of some enemies was out of alignment. Fixed a freeze on the aerial special. Fixed a display misalignment in the simplified version of the overall map.
Becoming more powerful through higher stats and more effective abilities should always feel satisfying. However, there must be a balance. Fast progression can lack a steady sense of growth, while slower progression can feel like a grind. Learn more about how the team balances Crafting progression in the video below.
PROGRESSION BALANCE
Senior Systems Designer Tony Morton walked us through their experience striving to make impactful progression changes:
“One of the most interesting things about working on Crafting and progression is how excited we get but then how hard we are hit when slapped with reality. I remember chatting with Phil about increasing the first time craft bonus. We went back and forth about really making it impactful and both started with a super ambitious boost to 5X or even 10X from the previous 2X. We were both like, this will be awesome! Then I set it up and within about 5 minutes of testing I quickly realized that 10X would pretty much break any sense of a leveling curve. It was sooooo fast."
“I turned it down to 5X but still had the same problem. I was ZOOOOMING through leveling for some of the professions. Phil and I were both a little defeated because we really wanted to say ‘LOOK AT THIS HUGE CHANGE,’ but only moved it up by 1 from 2X to 3X, haha.”
“All that said, we’re happy with where it’s at right now and leveling crafting is so much smoother than it was when we originally launched.”
What progression changes would you like to see? Let us know on Discord, Reddit, or the YouTube comments section. Thanks for your support! We’ll see you in Aeternum.
We wanted to take a moment to talk further about some of the design choices we made in The Tartarus Key that we think adds to the game's charm and appeal, such as the deliberately low resolution of the game's graphics and textures.
We made a conscious decision to embrace an aesthetic inspired by PlayStation 1 visuals for the game, both allowing us to more quickly and effectively create assets as a small team, as well as create a unique and memorable atmosphere. On top of that, we love the gritty, low-fi look that this style provides!
One of the unexpected benefits of working with low-resolution textures is the artistic freedom it gives us. Because players would be unable to read small text on assets, we've had a lot of fun filling the game world with silly and absurd labels and designs. For example, you might find food cans with labels like "Brand - It's food probably, wow!" and "Sardines - Food Food Food".
While we typically take our game design very seriously, we also believe that a little bit of humour can go a long way in making a game more enjoyable. We hope that these little touches add to the overall experience of The Tartarus Key and bring a smile to your face.
We want to thank all of our fans for their support as we continue to refine and improve the game. We're excited to see what you think of the low-res aesthetic and the quirky humour it allows us to incorporate into the game world.
Thank you for your support, and we'll see you in the game!
We have discovered a new planet and wish to share a sneak peek with you.
This is a Red Desert Planet…
…with a new arena and in that arena - a boss fight!
We’re currently also working on the energy pillar, which is going to be an important part of the gameplay loop. We are now experimenting with different versions of how it could work/look.
After some brainstorming, we decided that it's going to work like a fusebox in one of the recent Far Crys games. There was a fusebox in Far Cry which you can destroy with an animated interaction BUT the fusebox had multiple animations of it being destroyed to be more interesting.
We also want to do it that way, so we needed to create a completely new model. The new model is going to be prepared for the animations.
The animations will be: The player opens the main box, disables the fuses and then turn and activates the main switch (the big circular switch, with a handle, it has to be turned and then pulled) The player opens the main box, furiously pulls off the cables going from the breakers and activates the main switch. The player furiously rips off the pipe. Maybe some coolant or some sort of steam comes from it.
Let us know which sketch you like the best!
In other news, our Kickstarter is almost fully funded! We’re currently at 93% - that’s so close to the goal! Don't forget to help us shove it in your friends faces I mean, POLITELY SHARE the Kickstarter and your excitement for the upcoming game to help us get Moon Mystery to the finish line.
As always, thank you everyone for your continued support. We couldn’t do it without you! Don’t forget to join our Discord and follow us on Twitter,TikTok, and YouTube for more Moon Mystery updates.
See you next time and fly high! -The Cosmoscouts Team
- New game mode, Gun Game! - Gun Game replaces Package Drop and runs on most maps - Fix remote auto sniper sound - Skipping a mission is now free, but you do not get the reward - Added key bindings for fire and knife - Added kill triggers outside Dead City to prevent people from hoping over the outer wall - New items coming in the store! - Medium health is now a box of Joja's Pizza - Parachute sound spatialization bug fixed - Updated Japanese translation - Lowered use time on full health from 7 seconds to 5.5 seconds
This update introduces exterior maps. The map generator will probably need some iterations to produce interesting results, so I'll need your feedback on them. That's why I'm making it a public update so "soon".
Here are some examples of what the game is capable of in this new build:
I also added the map type (interior/exterior or random) option in the random mission screen:
You can now use spacebar to shoot again! We fixed an issue where pressing spacebar would trigger NEXT or REPLAY too quickly at the challenge endscreen.
Some users were having issues refreshing their scenario browser/list, resulting in missing scenarios. This should now be back to normal -- enjoy those 25K+ scenarios in the workshop!
Fixed an UI softlock at the challenge endscreen
Your bug reports and ideas are truly appreciated and have been instrumental in making KovaaK's better. If you're not already part of our community, we encourage you to join us on Twitter, Discord, and Reddit. By joining our community, you'll be able to stay up-to-date on the latest news and updates, and you'll have a direct line of communication with us. Plus, you'll have the opportunity to continue to provide feedback and help us make our game even better.
Here's the changelog for the latest test build available right now on the test branch (check out the next chapter to try it).
Improvements
Updated translations
Fixes
Fixed enemy spawns not changing between retries
Fixed some stairs not being walkable
Fixed the displayed floor when selecting a sniping agent
Fixed agents snapping to the idle stance at the end of replays
Fixed the floors and ceilings not being selectable in the mission editor
Fixed campaign missions not being available in demo/prologue builds
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.