We are very excited to at long last be able to reveal that we are working with our good friends at Paper Fort Games on the official Terraria Board Game! As you can imagine, this is a huge project - and not one that we take lightly. This board game adaptation will expand the universe of Terraria by faithfully combining the digital game’s biome exploration, character progression, base building and epic combat with tabletop mechanisms - alongside a fresh new art style - to create a co-operative adventure that will resonate with both long-time fans and novice Terrarians!
"We are very excited to work with Re-Logic; as an indie design studio ourselves, we have deep respect for what such a small team have achieved, their commitment to making the best game possible and their dedication to the Terraria community. We can’t wait to bring the world of Terraria to the tabletop!" - Paper Fort Games
Terraria: The board Game box art. Dig, fight, explore and build in this co-operative tabletop adventure for 1-4 intrepid Terrarians!
What fun details can YOU find in the new cover art?
So, now that we have your attention, what's the timeline and the plan for Terraria: the Board Game?
TIMELINE
We expect that Terraria: the Board Game will take a good amount of time to develop and polish in order to land on a fantastic final version. As such, we do not expect it to be available this year (for example). We will narrow down the window more once we get to the crowdfunding stage and we have a better sense for progress and scope to-date.
Also, you can expect to see spoilers from time to time, as is tradition with Terraria!
PURCHASE & CROWDFUNDING
As is common in the Board Game space, this project will utilize crowdfunding to help ensure that the project can hit the scope and quality level that Terraria deserves. Paper Fort Games (and its sister company Stone Sword Games) have a great track record in this space with funding and bringing great games to the market. All of the details around this - timing, amounts, reward levels, etc. will be revealed in the months ahead.
WHAT'S NEXT AND HOW DO YOU KEEP INFORMED
Early alpha prototype: Will be on show at UK Games Expo (UK Games Expo), held at the National Exhibition Centre, Birmingham, UK from Friday 2nd to Sunday 4th June 2023. You’ll find Paper Fort Games at stand 1-1025. We would love for any Terrarians in the area to stop by, check it out, and let us know what you think!
We have also created a link for interested Terrarians to sign up to be sure that they always get the latest news on Terraria: the Board Game. We have shared this link below - so feel free to go ahead and sign up to be sure that you are in the know!
We hope you're enjoying the new Travellers Rest update! As for us, we have several news announcements for you:
Weekend offer - 33% off
We’re honored to announce that Travellers Rest is one of the weekend offers that will be available this weekend on Steam!
To celebrate, we've decided to give you a 33% discount! This is the biggest discount Travellers Rest has ever had, so if you haven't got it yet, now’s the time!
Please note that this discount will only be available until June 15th and that, in future offers, the discount will be back down to a similar percentage to the usual one, which up to now has been 20%.
Bob and Nugget are making their way from the south of your taverns to the comfort of your homes! Once again, Makeship has wanted to collaborate with us to create a new plush toy, and who better than our kind and friendly golem, along with his chicken.
This limited edition plush toy will only be available until June 21st. You can place your order at the Makeship website.
Friend Projects
In addition, we’d like to give a special shout-out to two projects that we hope will be very successful.
Our friends at rokaplay have just launched a Kickstarter campaign for Solarpunk. Don't hesitate to support them and add their next project to your wishlist!
On the other hand, we’d also like to mention Ocelot Sunrise, a top-down action game developed by another CostaBlanca Studio. They’ll be launching officially very soon and we’d like to wish them all the luck in the world!
A little over a month has passed since the 1.0 release of Roots of Pacha. We couldn’t be happier with the initial reception of the game and can’t thank all of you enough. Your feedback and kind words have made us even more excited to see Roots of Pacha reach its full potential.
We’re also super excited to be included in the Cozy & Family Friendly Games Celebration! If you haven’t grabbed a copy there’s a 10% discount during the event.
We’re happy to see so many people making it to the end of the main story, enjoying the village they worked hard to create, watching their families grow, finding those rare and legendary animals, and even starting new saves to do it all over again! We think everyone will be extra excited to see what we have in store.
Driven by the setting, we took the risk of interweaving many of the systems in Roots of Pacha as it felt natural to make the community work as a real one. We feel this made RoP a unique take on a farming sim, with systems growing on top of each other like the farms you cultivate. To be able to achieve the same feeling, our current plan is to do 2 larger updates with a small patch leading up to them.
Beyond the Quality of Life patch, we can only commit to a general timeframe as we want to ensure the updates are of the highest quality and not rushed. As we get further along in development, we’ll be able to give you exact dates and in the meantime, we’ll share our progress via Discord and occasionally social media too.
A small update with a group of quality-of-life features, the promised localization fixes, and some commonly requested player feedback, which will come in the following weeks.
This update will focus on an expansion of the current systems. That includes children growing to the “kid stage,” plant and animal evolution, new Union locations, another romanceable option, the ability to break your union, and more interactions with pets. We also plan to expand the end-game content and include “smaller” details like players being able to sit in places around the world and other community suggestions.
We’d like to launch this update along with consoles. They’re separate processes that are currently being worked on in parallel, so we’re hopeful they’ll be ready at about the same time later this year.
This update will include a whole new level of content, like kids growing to teen years and “ball sport” from the Kickstarter stretch goals, but it will mainly consist of being able to visit the Mograni and Yakuan settlements. You’ll be able to explore their regions, the Tundra and Turtle Islands, find new fauna and flora, discover Ideas, meet new characters (some being romanceable), and dive into new caves. This will be a much larger update that will take more time to create. Our plan is for this one to come out sometime next year.
As we mentioned before, we can’t commit to exact dates for the updates yet as we want to make sure they’re meaningful and fully tested before they reach your hands. We’re confident that our team will be able to deliver it in an acceptable time frame.
Thank you all for following us on this journey. If you haven’t already, we’d greatly appreciate it if you could leave us a review on Steam. It helps a lot.
We are thrilled to announce the long-awaited release of TailQuest: Defense, the result of years of dedicated development by our micro team of two. Dive into the game now and don't hesitate to provide us with valuable feedback if you encounter any issues.
What's on the horizon?
We have an exciting roadmap of new content and improvements scheduled for the coming months. As we continue to enhance the game, we plan to raise its price. Seize the opportunity to get it now at a lower cost and dive into unique world of TailQuest 🙂
Your support means the world to us, and we can't wait to share the upcoming updates with you. Stay tuned and enjoy!
We hope you’ve been having a great week so far! Dinosaur forecasts are looking clear for now, but it looks like severe raptor swarms heading this way in July, so please prepare accordingly!
Back to the present, in this post we’ll be delving into one of the elements of Exoprimal’s Exosuit customization system, Modules! We’ve got some new info to share around how the system works, as well as some examples of suit specific modules that can alter the performance of your Exosuit in interesting ways to better enhance your preferred playstyle.
Then, to top things off, we spoke to Exoprimal’s Director Takura Hiraoaka, who’s taken a moment to talk about how they apply modules their favorite Exosuit, Nimbus.
Customizing Your Exosuit - Modules
Exosuit customization in Exoprimal comes in two forms, fashion and function. On the fashion side, you’ll be able to change the appearance of your suits with a range of decals, weapon / suit skins and charms to project your identity in the wargames. Then there’s the function side of customization, this is where you can tune and augment your Exosuit via the Rig and Module system to give it passive buffs and / or modify the performance of the suit’s abilities in interesting ways to fully embrace your playstyle.
You can see how this looks in-game below:
At a glance you’ll notice a few different things here, including the three available module slots, as well as a range of different modules to choose from, all at level 1.
The Modules
In Exoprimal, the types of modules you can slot into your Exosuits come in two different types, “base modules”, in grey, which can be slotted into any module slot on any Exosuit, and Exosuit specific modules, in red, blue and yellow, which come in suit specific, unique sets.
Let’s delve into these modules some more…
Base Modules
Base modules are the foundations on which you can augment your exosuits, granting passive buffs in combat.
There’s a range of different types that you can slot in to fit your preferences, with the Reload Efficiency Module being highlighted in the above image. Unsurprisingly, this will boost your reload speed by 15% at level 1.
Yes, you can level up modules to increase the potency of their effect, and in some cases even add new functionality to them! This is done by spending BikCoins on them, the game’s soft currency, which is earned nice and easily by simply playing the game! (BikCoins cannot be purchased separately via microtransaction etc)
So, once you settle on the modules you like, you can upgrade them for even more efficiency against the dino swarms.
Suit Specific Modules
Suit specific modules differ from their base counterparts in that each Exosuit has their own exclusive set of 6! 2 red, 2 blue and 2 yellow.
Red modules can go into slot 1, blue in 2 and yellow in 3. That means you’ll have some tactical decisions to make as you can only use a maximum of 3 out of the total 6, as well as one module from each pair.
These modules offer interesting and powerful augments to either your Exosuit’s abilities, or their passive performance, which can directly alter how they behave and allow you to further specialize your suit with the modules you prefer. Take another look at the image above to see just one of Deadeye’s exclusive modules if you missed it before.
Much like base modules, these can be levelled up with BikCoins to further enhance their effectiveness and in some cases, add new utility.
Unlocking Modules
Unlocking modules in Exoprimal is achieved by earning exp whilst playing, which will increase both your player level, as well as your individual Exosuit levels.
Increasing your player level will allow you to gradually unlock the base modules, whereas levelling up your favorite Exosuits will earn their suit specific modules. This will reward your experience and mastery of your suits this way, so you’ll be in a great position to experiment and make the best use of these augments in the wargames.
A Message from Director Hiraoaka – Favorite Exosuit Loadout
Ahead of today’s post, we spoke to Exoprimal’s Director Takura Hiraoaka about their favorite Exosuit, as well as how they use the Module system for maximum impact!
Prepare for Director Briefing…
Favorite Exosuit Nimbus
Reason Using Nimbus's holo-warp teleporting ability to move around the map while switching between attacking and healing is great fun. The suit is also just really cute (LOL).
Loadout Explanation This loadout helps extend the reach of Nimbus's tricky movement abilities and also features a regeneration enhancement effect, making it tougher to take me down.
Using N-Quick Holo reduces the holo-warp cooldown time, which, in addition with the Catapult rig, lets me get around the battlefield to pretty much anywhere I want to be. That's what Nimbus is all about!
That said, going it alone can be a dangerous choice, so I've also added the N-Amped Spread to amp up my attack and healing abilities, the better to support my team.
There you have it! An Exosuit loadout example straight from the Director’s personal collection! We even got a closer look at two more suit specific modules and how they can augment your abilities – and that’s with just one example using two out of the possible six unique modules available to Nimbus alone!
Stand by for combat mission
That wraps up our second Hammerheads HQ post!
We hope you enjoyed learning more about how you’ll be able to customize your Exosuits for battle to best suit your playstyle, as well as getting a look at how Director Hiraoaka likes to build his favorite Exosuit! (Support minded Exofighters, feel free to take some inspiration from this for your own use in the wargames…)
Stay tuned for our next community post, but in the meantime, follow Exoprimal on Twitter and like us on Facebook for the latest Exoprimal news.
For those who seek great adventures and like to discover new places around the world, we have great news! You will experience the sensation of visiting extraordinary places from your couch with another one of the new roller coasters inspired by real locations.
We gladly present you a brand new ride through a beautiful volcanic region! Where people like to enjoy nature, to camp and photograph the incredible natural beauties of that place rounded by beautiful thermal lakes. Colorful and fast, it’s a perfect experience for those who love adrenaline.
Join your friends for this adventure, register the moments with some selfies and make sure to have fun! Just please, look out with the mountain bikers!
Horticular: Build a Garden, Attract Wildlife - DanPos
Hello!
We have some exciting news to share with you all - the Horticular demo has just received an extensive update to celebrate our inclusion in the Cozy & Family Friendly Games Celebration event which is running from RIGHT NOW(!!!!) to June 5th.
The event has a range of other cozy games taking part in it all with a lovely cozy and family friendly atmosphere (hence the name!).
One of the games we'd like to highlight is Circle of Kerzoven, which is currently running a Kickstarter campaign. The game is a settlement builder game with an extensive simulation of both plants and animals, which is why I think you all may enjoy it. Feel free to check out the demo here on Steam too!
With that out of the way, let's get to the juicy demo patch notes:
Description
The major theme of this update is to address feedback from the previous demo and continue building the tech/features towards the final release.
Note that this version is not compatible with saves from the first demo. Should you want to go back, you can still play the first demo using the Beta branch called demo1.
Saves, screenshots, and logs, can be found in: - Windows: "%localappdata%/inDirection Games/Horticular Demo/" - Linux: "~/.local/share/inDirection Games/Horticular"
Additions
- Sandbox modes that don't follow nor gatekeep items behind a story. - Difficulty settings for the story mode, letting you choose between easy/medium/hard. - Spells replacing the generic magic system. You find and upgrade them through the upgrade system. - More natural looking plant placement with randomized positioning for many items. - Quick select recent choices for the spade and item placer. - Photo mode letting you change game parameters and take screenshots stored in the screenshot folder. - Subtle ambient shadows for items. Toggleable in the settings. - Habitat quality, making animals happier the better their habitat is. - Habitat capacity, where good habitats can contain more than one animal. - Habitat planning overlay, showing the suitability of an area for the tracked habitat. - Traversable overlay, showing where your inhabitants can navigate. - Keeper coverage overlay, showing where keepers are tending your garden. - Indication of required amounts (non-exact) to make a habitat. - Keepers can now fight back if upgraded to do so. - Keepers can now heal creatures if upgraded to do so. - Keepers now collect nectar for you if they find any. - Archaeology. You find gold and some items by digging through the wasteland. Replaces the old gold reward system. - Experimental accessibility setting for overlays. - Brightness setting. - Lore section of the notebook to show information on items you can't place yourself. - Diary entries from Nightshade added to the lore section. - Crash reporting launcher. Hopefully you never have to see this one. - Seismometer item.
Improvements
- Creatures can now traverse most plants, meaning keepers can get to most things in the garden. - Replaced the day transition with a non-interrupting UI. - Made income and expenses explicit in the details fly-out. - Saves better indicate corruption or being an unsupported version. - Keepers now restore before decay alerts happen, and they have become smarter in their decisions. - Water rendering now has transparency and reflections. - Main game UI has been overhauled for visual space. - Overlays now use gray-scale for visual ease. - Starting area is now consistent and easier to understand for a new player. - Habitats only form for the medium of the animal (e.g. fish don't get a habitat from land plants). - Critters are better at moving from disturbances (e.g. digging up ground). - You can now pick up the council members if they are in the way. - Borders are now rendered in some situations around habitats and creature drop-off points. - Selecting "No" now takes you back to the main menu from the intro. - Item categories have been reworked in the selector. - Every item has been visually updated. Many have received additional variations. - Flying animals now have a shadow to easier see where they are. - Weather is now more designer-controlled and can never end up with a single perpetual weather. - Land borders now look more magic. - Saves/Logs/Settings are now in a shared and fixed location (see above). - Lots of performance fixes. Path finding is 300x faster for instance. - Game does now pause if a controller is disconnected.
Fixes
- Resolution wasn't disabled in borderless mode. - Bees unable to fly over unfinished ground. - Nectar trading crash when obscenely rich. - Render artefacts on tile edges when zoomed out. - Larger habitats no longer can overlap with others of the same species. - Keybinds bypassing disabled features. - Keepers moving outside their home radius on their own, meaning they get lost. - Camera panning affecting water movement.
...and so much more in terms of tweaks and small changes.
Known issues
Flickering or black screen in full-screen modes on AMD GPUs with FreeSync enabled. Workaround is currently to play in windowed mode or disabling FreeSync. If you experience this, feel free to let us know your specs and OS.
Mouse disappearing when tabbing out of Horticular in full-screen mode Workaround is to restart Horticular. We currently, don't know the root cause of this, so any additional information would be invaluable.
Music stops playing intermittently Rare bug where the music stops abruptly in the game, continuing again with a new track after a few seconds.
Crash if a held item is destroyed Holding an item when it is destroyed by decay crashes the game. Can happen in edge-case circumstances but I haven't seen it happen in actual gameplay.