We've published an update for some bug fixes and improvements, but please note that this update only applies to the demo version. We are no longer updating the Prologue version. https://store.steampowered.com/app/2281870/Digs/
In this update, we've introduced a new enemy leveling system and spawn logic. Now, every wave, enemies level up, and the "get buff" disaster only levels up the enemy. Currently, leveling up means a 10% increase in HP for the enemy, but in the future, we can implement other types of increases like speed, armor, etc. Additionally, you can now see the enemies' HP and levels on the enemy icon when you hover over it.
We've also removed the fast forward option as it wasn't working well. However, with the new enemy leveling system, the waves can be shortened dramatically, so we won't need the fast forward button anymore.
Furthermore, we've fixed the bug with the settings panel language icon and added the display of the American flag.
Lastly, the sound is now adjusted when the game opens, and we've made some English language fixes (although some of them still exist).
We've published an update for some bug fixes and improvements, but please note that this update only applies to the demo version. We are no longer updating the Prologue version. https://store.steampowered.com/app/2281870/Digs/
In this update, we've introduced a new enemy leveling system and spawn logic. Now, every wave, enemies level up, and the "get buff" disaster only levels up the enemy. Currently, leveling up means a 10% increase in HP for the enemy, but in the future, we can implement other types of increases like speed, armor, etc. Additionally, you can now see the enemies' HP and levels on the enemy icon when you hover over it.
We've also removed the fast forward option as it wasn't working well. However, with the new enemy leveling system, the waves can be shortened dramatically, so we won't need the fast forward button anymore.
Furthermore, we've fixed the bug with the settings panel language icon and added the display of the American flag.
Lastly, the sound is now adjusted when the game opens, and we've made some English language fixes (although some of them still exist).
- Removed a wave from the space level so it wouldn't be too hard right after the tutorial. - Extended the controls page & images in the tutorial to indicate the different firing types. - Moved some UI around for the Steamdeck.
- Fixed a problem where the death screen didn't display anything when you died by environmental damage. - Fixed a bug with the green giant monster wouldn't die and be stuck in her jumping animation.
A couple of small fixes and you can now buy different ships at some garages. There aren't that many different ones yet but that will come in the future.
Fix when you revive in a system where the taxi-company is active you don't receive any call-outs until you re-enter the system or enter another system where the taxi-company is active.
Fix planetary departure sequence glitching sometimes (the glitchiness when departing from the edge of the map is still there).
Fix crash when asking other pilot about Item directions (e.g. storage-container). Thanks to Zachary!
Fix Heimgzung storyline doesn't progress beyond 'follow heimgzung' even after discovering the Pupalion.
Fix when asking taxi-company for nearest system they're active they don't always give the nearest system.
Ships can now be purchased from some Garages.
Next I'm working on the ability to customize your ships by adding item slots to it that refill a certain number of a chosen item everytime you sleep at a motel or recover at a home for free. So for example you can add a slot (costs VUDU) to give you 1 free anti-graviton charge everytime you sleep/recover or for more VUDU you can make it 2 free anti-graviton charges, etc.
• Now only rabbit and lower tiers can enter Beginner Mode • New 5-Stars Weapon: Ritual Firecannon • New 5-Stars Weapon: Rod of Glacier • Now spear attacks knockback enemies • When you are defeated, [Respawn] to earn extra Gold based on your current level. The higher the level, the more Gold you earn • Fixed a display issue with "miss" • Fixed a display issue with survived time • Fixed a display issue where PET panel was empty • Fixed a DMG error with Hurricane Scepter • Fixed a display issue where gear merging might block HP bars • Divine Winged Blade: Now flying swords will automatically track Monsters and Heroes within range • Maid: Enemies can no longer taste the delicacy you made • Buffed Vampire and Maid stats • Fixed an issue with the slowing effect of Ice Spike and Ice Sentry
Commanders of the Resistance, we have exciting news to share! Superframe is proud to unveil the revamped box art for our highly anticipated game—Mech Storm! Get ready to witness the clash of titans in a war between robots and humanity like never before.
The new box art encapsulates the intensity, grit, and determination that define the struggle between the underground human resistance and the formidable robotic forces. This stunning visual representation is a testament to the heart-pounding action, strategic battles, and epic storylines that await you.
Immerse yourself in a post-apocalyptic world where humans have been driven underground, fighting valiantly on the surface with their armed and armored vehicles. Take command of a diverse array of futuristic war machines, including tanks, hovercraft, and mechs, as you lead the resistance against the relentless robot army.
Not only will you experience heart-stopping vehicular combat, but you'll also embark on a gripping journey through a richly detailed and immersive narrative. Uncover the secrets of the past, forge alliances, and make life-or-death decisions that shape the fate of humanity.
In addition to the exhilarating gameplay and engrossing storyline, we've been hard at work refining every aspect of Mech Storm. We have been listening closely to your feedback, incorporating improvements, and fine-tuning the game to ensure the most immersive and thrilling experience possible.
We can't wait to bring Mech Storm to your screens with its breathtaking visuals, intense battles, and a story that will keep you on the edge of your seat. Stay tuned for more updates as we draw closer to the game's release date!
Join us on our official channels to witness the unveiling of the new box art and be part of the growing Mech Storm community. Together, let's stand against the robotic onslaught and reclaim our world!
Remember, the future of humanity hangs in the balance. Are you ready, Commander?
Build 89 of the game features the Intuitive Humans as a new playable race! They are unlocked in the character creator once the Cadet defeats the first boss or completes 16 space jumps.
The power of Humans is called Ventura:
Each turn a ventura value is drawn [0, 10% or 20%], this value is added to the Cadet's LUCK attribute and influences several things IN and OUT of combat. With an unusual intuition, humans can almost predict their luck!
The Human ship is called Knife:
She has the most fragile hull of all races, but has more Shields and Batteries capabilities. Also, it's main attack varies with the Ventura value, and can even cost ZERO energy in some situations!
10 new Cards, 7 exclusive to Humans plus 3 general:
New maneuvers have been made exclusively for Humans, who move around the combat board SWITCHING places with their enemies.
Improved Jump interface!
The jump interface has been reorganized, now the jump information is displayed at the top, while details about the landing sector are at the bottom.
Other improvements:
- English text of almost ALL events revised or rewritten. - Reputations that affect race “powers” now work dynamically for each race. - Reputations that deal cards on the first turn now have a chance to deal the same cards every turn. - More “balancing” of the cards! - Improvements in the text generator of the “summaries” of the cards. - Further improvements to Card text rendering. - Some bugs fixed.
And last but not least, we have Avatars available in the Steam interface with paintings of the game's Cadets:
Howdy!!! It is that time for me to once again update you on... Wait... it was Viscerafest's birthday May 20th... which was like... 20 days ago... Uh... Idk here's a complimentary birthday mime... I guess...
Um... Regardless, it is once again time to update all you wonderful folks regarding the goings-on of Viscerafest's development! From tweaks, changes, and minor additions, to brand-new content, Here is what we've been cooking up as of late!
Bunnyhopping
One particularly obvious hurdle a lot of new players struggle to overcome is wrestling with the game's movement, or more specifically... bunnyhopping. Bunnyhopping is effectively mandatory if you want to have any hope of surviving on the game's harder difficulties, and I think that is in part why Viscerafest has such a fearsome reputation as a brutal game. The muscle memory required to build up and maintain the game's faster speeds just isn't something most average players have baked in.
To address this, holding the spacebar to bunnyhop, rather than tapping it, will become the new default. There will still be an option to tap rather than hold in the options menu, and some tweaks will be made to holding in order to make sure the act of doing so isn't as touchy as it is now. But our hope is that this change will ease up the experience for new players, without actually compromising the game's difficulty.
Enemy Stuff
So this last month I've been going through and making a bunch of refinements to our enemy roster. Aesthetically and mechanically sprucing up the gang in a variety of ways, so here we'll quickly go over what's changed, what's been added, and all the goings on with everything that's trying to kill you.
Impact Effects
As of the current public build of Viscerafest enemy projectiles tend to just vanish upon impact with the player or any given surface. BUT NO MORE!!! From sparks, to smoke, and explosive lil poofs, enemy projectiles now go out in a more stylish fashion. They also now feature audio for their impacts and even sounds as they travel through the air.
New and Tweaked Attacks
The Enforcers and Blitzers of Viscerafest's first chapter have some new tricks up their sleeves!
Enforcers on top of their rapid-fire flurry now have a precise burst that they shoot with a slower firing rate. Unlike their standard projectile spraying which now lags behind the player, they lead their aim with this shorter burst.
Blitzers in addition to their projectile volley attack now have a very mancubus-style bullet-pair attack that shoots 2 projectiles, one to the left, and the other to the right of the player.
With that said the majority of the game's roster have had their attacks tweaked in a variety of subtle and minor ways. For example, some enemies which prior would shoot fast-moving projectiles now fire slower and easier-to-dodge-projectiles that they lead their aim with. There has also been a slew of more minor tweaks and balancing changes to things like enemy movement speeds, attack frequency, etc...
Chapter 3 Enemies
The road to wrapping up the Chapter 3 enemy roster was a bumpy and experimental one, but the deed is finally done. Whilst there is still work to be done on the enemies themselves, which foes you will be facing in Viscerafest's final chapter have been decided upon and are all indeed very much functional.
There are 11 new enemy types introduced in Viscerafest's final chapter, as (save for a handful of cameo appearances) the friendly U.S.C. faces you've known and loved through chapters 1 and 2 will be getting replaced and upstaged by a group of more strange and deadly opponents.
Throughout the development of Chapter 3 I was routinely running into the feeling that our new roster was missing a few things, enemies that were originally planned got cut due to obsolescence or story changes, old foes were tweaked and refined, and new members were added to the fold to try to find the right balance of Fodder, Mid, and High-tier threats.
Whilst I don't want to show you guys too much yet, I thought I might more properly reveal an enemy you've already seen plenty of.
Behold the Willow Bairn!
She's been featured in the game's main menu art for a long... long time now, and I thought it was time you finally get a taste of what she actually does. The Willow Bairn is a close-ranged Mid-Tier monster that lets out an AOE concussive blast when in proximity to the player. She's a fast and moderately chunky opponent, being able to weather a good few shotgun blasts with a health pool of 800. She's also a thick-skinned girl, resistant to melee attacks.
In addition to her concussive blast attack she also regularly gives birth to children (The Saplings) in the midst of a brawl, and if gibbed she births Quintuplets, all of whom will bear down on you to avenge their mama!
Carcosa's Wrath
Viscerafest's final weapon has undergone a lot more in the way of iteration since we last showed it, both in terms of its visual, and mechanical design. Once again, we're not willing to show it off in action before release. But the gun is in pretty much its final form, and save for some cleanup work, it's ready to hit the runway.
The Opening Cinematic
Back when me and Sara started work on Viscerafest's opening we didn't have much in the way of reference material for Caroline or... much else in the game to be honest. It wasn't until later that we established a more consistent look for our protagonist. But as a consequence, Caroline's appearance in the opening cutscene is very different... not only that, but her appearance tended to change from shot to shot, and I wanted to address this.
Sara had just recently become available to do a little more work again, thus she and I went through the process of updating and re-animating the game's opening cinematic. Some changes are major, some more subtle, but overall I'm very happy with the end result.
Chapter 1 Rework
In case you missed it, I very recently posted a video comparing the old C1L1 to the new one we have in-house! You can check that out here.
But since our last update, the new prelude level has been pretty much finished. C1l1 and C1L2 have been getting some more polish and love, and C1L3 is just about ready to start being imported into the engine!
Chapter 3
Viscerafest Chapter 3's final level is almost done! Once it is we'll be moving on to the game's Finale, following which we'll be doing a comprehensive sweep of the game's final chapter, polishing it, cleaning it up, adding fun little details, putting all the story stuff in place, etc...
As for what's left after all that, I posted a slightly more comprehensive breakdown of the remaining work in the last update, so be sure to check there if you want more details.
We'll Meet Again...
Thanks for reading! Once again thanks to all the awesome folks in our community, wherever you mayest thou lurk! We hope you have an amazing... nay an awesome day! See you in a month!... or however long it is until our next update...