Despite adding plenty of unplanned quality-of-life features we are starting on track with executing the roadmap planned for the EA. Without further ado, let me present you with the first new mode and the third end boss for Hellcard!
The Endless Mode
The new game mode unlocks after finishing the standard mode for the first time. It works retroactively: if you finished the standard mode at least once you will have it unlocked!).
Factsheet:
In this mode, the run doesn't end after the 12th floor. Instead, it ends when the last team member dies.
Each run will start with a few Torment modifiers selected, common for everyone on the team. These are constant.
After floor 12 monsters' health and strength will start rising with each floor.
Every couple of floors new modifiers get enabled for the next few floors. For example, monsters can gain freeze immunity or stun.
It's possible to join another party during a run, ich which case the run will synchronize with the player on the highest floor.
Call for Feedback
We have playtested Endless Mode extensively so we are excited to see how far you can get. And what bugs we missed, so please share your thoughts and don't forget to report any issues you encounter!
Feedback is most welcome, looking forward to your ideas. Please post them in comments, Steam community, via the in-game feedback widget, or on our Community Discord!
The Cook
Joining the Archdemon and the Antipope, the Cook is bringing totally new mechanic to the table (see what I did there? :archduck). He starts with Thick Skin influence that limits incoming damage. He also spawns new monsters. Each turn, players get cards of a special new type "Meat". These cards let the team decide whenever they would risk tougher minions but deal more damage to the Cook or control the battlefield.
Buffs & Artfacts
New starting artifacts for better initial build focus:
Hat - Add Fractal Whip to the deck. Starter (Mage).
Crimson Vial - Heal 1 HP at the start of your next turn if you got damaged this turn. Starter (Mage).
Box - Add Improvise to the deck. starter (Rogue).
Key - Get 1 additional mana on the first turn starter (Rogue).
Broom - Add Swords Akimbo to the deck starter (Warrior).
Beetroot - Gain +7 max HP starter (Warrior).
Changes to preexisting starting artifacts:
Sun starter (Warrior) cost lowered from 2 to 1 gem
Horses Head starter (Rogue) now gives Bonk card instead of Osoto Gari
Changed XP requirements for some existing starting artifacts (acorn, cockade, golden onion, grabber, horse's head, spacious sleeve, sun, and all veteran's pins)
Also, plenty of changes to cards. This time, only buffs ːArchduckː
Deatheater Sword now upgrades to Diamond Knife instead of Double-edge Sword
Immutability mana cost reduced from 1 to 0
Gut Punch - damage and extra damage increased from 4 to 5
Scissor Strike damage increased from 2 to 4
Volcanic Lightning damage increased from 4 to 6
Nova damage increased from 4 to 6
Mana Shield cost reduced to 1 from 2
Fixed Eagle Trick showing Tired tooltip
Initiative damage increased from 2 to 3 and bonus damage from 4 to 5
Sacrificial Lunge damage increased from 6 to 8
All-out Strike damage increased from 6 to 8
Starlight Strike damage increased from 6 to 8
Flurry of Blows damage increased from 1 to 3
Deatheater Sword damage increased from 3 to 5
Haymaker damage and bonus damage increased from 4 to 5
Offering HP loss lowered from 2 to 1
Reckless charge now works in medium instead of small radius
Conduit Aura damage increased from 1 to 3
Grit damage increased from 1 to 3
Feedback loop damage increased from 1 to 3
Mental Wall mana cost lowered from 1 to 0
Mad Snack Stamina gain increased from 1 to 3
Insult mana cost reduced from 2 to 0
Insult Stamina gain increased from 1 to 3
Vigor mana cost reduced from 2 to 1
Vigor Stamina cost reduced from 3 to 2
Entrench mana cost reduced from 1 to 0
Keeping Distance mana cost reduced from 1 to 0
Persevere block gain increased from 4 to 5 and bonus block from 8 to 10
Sick & Tired Arrow damage increased from 4 to 5
Piercing Arrow damage increased from 4 to 5
Copycat doesn't give Tired Influence anymore
What's Next for Hellcard
In the nearest future, we will focus on monitoring the balance and fixing any potential bugs introduced with this update. No amount of internal tests can catch everything. We will also be working on Steam Deck compatibility (smaller fonts, controller support) and continue working on the new class. As soon as we have more solid info on it I will share it in a dev update.
Full Changelog
Version 0.6.230626 - 26 Jun 2023
Added Endless Mode which doesn't end after the 12th floor. Instead, it ends when the last team member dies
Added new final boss: The Cook
Incoming Damage indicator now also shows damage coming from Dark Pact influence and Bleeding torment
New starting artifact: Hat - Add Fractal Whip to the deck. Starter (Mage)
New starting artifact: Crimson Vial - Heal 1 HP at the start of your next turn if you got damaged this turn. Starter (Mage)
New starting artifact: Box - Add Improvise to the deck. Starter (Rogue)
New starting artifact: Key - Get 1 additional mana on the first turn starter (Rogue)
New starting artifact: Broom - Add Swords Akimbo to deck starter (Warrior)
New starting artifact: Beetroot - Gain +7 max HP starter (Warrior)
Balance: Sun starter artifact (Warrior) now has the cost lowered from 2 to 1 gem
Balance: Horses Head starter artifact (Rogue) now gives Bonk card instead of Osoto Gari
Balance: Changed XP requirements for some existing starting artifacts (Acorn, Cockade, Golden Onion, Grabber, Horses Head, Spacious Sleeve, Sun, and all Veteran's Pins)
Balance: Deatheater Sword now upgrades to Diamond Knife instead of Double-edge Sword
Balance: Immutability mana cost reduced from 1 to 0
Balance: Gut Punch - damage and extra damage increased from 4 to 5
Balance: Scissor Strike damage increased from 2 to 4
Balance: Volcanic Lightning damage increased from 4 to 6
Balance: Nova damage increased from 4 to 6
Balance: Mana Shield cost reduced to 1 from 2
Balance: Fixed Eagle Trick showing Tired tooltip
Balance: Initiative damage increased from 2 to 3 and bonus damage from 4 to 5
Balance: Sacrificial Lunge damage increased from 6 to 8
Balance: All-out Strike damage increased from 6 to 8
Balance: Starlight Strike damage increased from 6 to 8
Balance: Flurry of Blows damage increased from 1 to 3
Balance: Deatheater Sword damage increased from 3 to 5
Balance: Haymaker damage and bonus damage increased from 4 to 5
Balance: Offering HP loss lowered from 2 to 1
Balance: Reckless charge now works in medium instead of small radius
Balance: Conduit Aura damage increased from 1 to 3
Balance: Grit damage increased from 1 to 3
Balance: Feedback loop damage increased from 1 to 3
Balance: Mental Wall mana cost lowered from 1 to 0
Balance: Mad Snack Stamina gain increased from 1 to 3
Balance: Insult mana cost reduced from 2 to 0
Balance: Insult Stamina gain increased from 1 to 3
Balance: Vigor mana cost reduced from 2 to 1
Balance: Vigor Stamina cost reduced from 3 to 2
Balance: Entrench mana cost reduced from 1 to 0
Balance: Keeping Distance mana cost reduced from 1 to 0
Balance: Persevere block gain increased from 4 to 5 and bonus block from 8 to 10
Balance: Sick & Tired Arrow damage increased from 4 to 5
Balance: Piercing Arrow damage increased from 4 to 5
Balance: Copycat doesn't give Tired Influence anymore
As Always, Stay Safe in Paper Dunegon ːarchduckː Konstanty
For legacy / arbitrary reasons Astro-Creeps : Elite was locked to 50Hz. This update changes the simulation and rendering rates to a more reasonable 60Hz.
We're thrilled to announce the first DLC for Atomic Heart!
Debuting the Atomic Pass’ series of DLCs (included in the Gold and Premium editions, currently 40% off until June 29), Atomic Heart: Annihilation Instinct will release on August 2.
The Atomic Pass takes the Atomic Heart experience further with four DLCs, opening access to new areas and labs as well as new weapons, new enemies, bosses and more!
Check out the first DLC's bombastic new trailer!
This first batch is packed with all types of new content to keep your experience as thrilling as ever: a new area, new weapons, new enemies, a new glove ability…
Besides, we're the immediate availability of the highly requested New Game+ mode!
An explosive DLC crafted to bring out your Annihilation Instincts
Continue the story in the Annihilation Instinct DLC and learn what happened to this dystopian world after the climax of Atomic Heart. Prepare to embark on a journey through the new mind-bending Mendeleev Complex and its surrounding swamps, and discover the truth about NORA as Major P-3 is pulled back into Facility 3826.
Survive vicious, shape-shifting new enemies and take them down using two cunning new weapons - ranged one the Secateur and melee one the Klusha - as well as your glove’s new Techno-Stasis ability, allowing you to manipulate time itself.
Meet a new enigmatic character, as well as returning ones in surprising circumstances and dive deep into the AI’s insanity to curb its Annihilation Instinct.
New Game+ mode designed to test skills and enhance experience
For more player happiness, the New Game+ mode has now been made available along with the latest update. In the most difficult game mode yet, you will need all of your previously unlocked skills and arsenal to deal with the strongest enemies Atomic Heart has ever unleashed, thanks to their new specific resistances and attack effects, which will be reflected in the different colors of the enemies’ aura.
Here is Part 3 of the new Dimfrost Studio Documentary, taking you behind-the-scenes of the creation of Bramble: The Mountain King!
"Behind the Scenes" gives us a glimpse at the creative ways in which the Dimfrost Team tackled the challenge of making an indie game that truly represented their Nordic heritage.
Don't forget, Bramble: The Mountain King is available now on Steam! Experience the twisted tale for yourself and venture deeper into the Bramble forest.
We hope you have enjoyed these exclusive insights into the making of Bramble: The Mountain King and the Dimfrost Studio team!
As you can see, Bramble: The Mountain King means everything to our team, who have put a lot of love and devotion into this twisted tale across the past few years. Thank you for your continued support for our studio and our game - we couldn't have done this without you!
Another month, another update from the development front! There is quite a bit of progress that we are happy to report, so grab a beverage of your choice and sit by!
MOAR PERFORMANCE!
First of all - in the last update we were happy to report that the next Major patch will increase performance by about 30%. Well, last month we pushed that even more and decreased the usage of RAM quite significantly.
We know that performance and bugs are two big things that TAINT (<ba dum tsch>) your experience on Avalon, so our team is prioritising it pretty heavily.
Long story short - our codemasters are doing their magic, so that once the next major patch comes, the game will run super-smooth.
Map updates!
Now, last update we were talking a little bit about upgrading the current map. Happy to report that we have some first examples of that! We were able to make some locations much better looking, but also we were joined by new level designers - so we will change a few small things here and there for better gameplay experience.
Oh, and we finally have vertical cliffs, so things that are not climbable will look like it from first glance :D
Galahad new model (and dungeon)
We are also re-working Galahad a little bit. We wanted him to have his unique look (not a Caradoc copy :P) AND quest / personality.
In the current version, we feel like meeting him did not have the punch that it deserved. This is why we will be adding a bit more content around him, possibly a whole new dungeon and possibility to talk with him!
Questing beast!
Now, time for a big one! Last time we showed you quite a weird looking concept, right? Well, we already have this monstrosity almost finished! Say hello to Questing Beast!
Those of you familiar with the Arthurian lore might know Questing Beast as the mysterious creature that many great knights hunted without success. It is a symbol of wasteful pursuit and a hunt for “glory”. You can expect that in Tainted Grail, it will have its own dark version of this legend!
FX upgrades!
Now, we have also created a bunch of FX upgrades - in general in the next major patch you can expect to have tooooons of those, but here we will just showcase a few selected. Check it out!
NPC actively looking at you!
Well, ok, this one might not be a game changer - BUT it really helps the immersion ;) Also, might be helpful once we implement stealth and stealing systems (and they are coming too!)
Undead Enemies!
Last but not least - we also re-worked good, old undead enemies! Now, they should look much better ;) Check them out!
OK! That is it for this month. We are still working pretty heavily on everything and we really think you guys will be happy with the upcoming Major Patch. It is still some time away, as we need to pull everything together and test it hard - but we expect a drastic quality jump in all the major areas!
We hope those monthly updates cast a bit of light on what we are working on and get you a little bit excited for the patch! ;)
Racket Club takes all the fun of tennis or pickleball and puts it in a box to create a brand new racket sport, built from the ground up for VR. Wondering how we did that? Our Chief Creative Officer Mathieu explains. Wishlist today!
Kingdom Eighties has released and we have prepared a whole day of celebrations!
Tune in Twitch and join our Community Ambassador Vicki in our release stream, today at 5 PM CEST / 8 AM PDT. You'll get a chance of winning Kingdom Eighties keys!
And don't forget to check our Twitter and Discord channel this week because there is more coming.