Hello everyone! Leontes here. We hope you enjoyed playing our Demo over the week of Next Fest!
We're excited to finally launch Yomi 2 in Early Access!
The game is available now with 9 playable characters (with 6 gems to augment them!) online play, friend challenge, spectator mode, a single player campaign (with more locations to come!), combo practice and more.
Be sure to join us on Discord to find opponents, keep up with news and just hang out and chat about the game.
One of the greatest joys of working on games is bringing all sorts of ideas to life, creating all kinds of worlds, characters, etc.
Creating a diverse cast of characters is something we wished to do, as our team comes from all sorts of backgrounds. All of us at Bromio feel it's a disservice to deliver a homogeneous cast when there are so many options out there to choose from.
Since the Remnants of the Rift’s early days, we envisioned Morgan as a non-binary character simply for the reason we felt it would be a fun thing to do. Why should we necessarily do the usual brand of main character? Nothing stops us from doing something different, and it shouldn't stop anyone reading this to do so, either.
We felt the best way we could represent a non-binary character was to have them use any set of pronouns; that way, no matter what language the game is translated to, we can keep that aspect of Morgan clear.
We hope everyone enjoys and appreciates our small effort to represent a natural aspect of life.
Controller support buttons only show XBox Controller buttons as shortcuts right now, we will add PS Controller buttons in the future as an option.
Some of the localization for the controller is not complete yet, so they will not change to your chosen language. We will fix this as soon as possible.
With Controller support, while not officially verified yet, Castle of Alchemists became more Steam Deck friendly than ever.
If you are playing with a controller or on deck, don't forget to change your controller layout to Gamepad from Steam settings.
GAMEPLAY CHANGES
You can now farm previously finished levels at any level.
This means that regardless of your victory degree, you can replay a level and get some farm out of it, depending on your success level.
Matching your previous level success or below, grants the half of the farm of that degree. Getting a better result gives you the full amount for the next degree of victories.
Previously, you needed to finish the level at Flawless to be able to farm it.
Challenges now provide extra resources when finished (8 / 2 / 1).
Vial skills now ignore barricade collision.
Almost all the levels have gone through balancing with the current enemies.
We are aware of the issue while earlier levels being way too hard for the new players, which do not allow a proper muscle memory build for the game, later stages ( especially 3rd scroll ) becomes way too easy.
We made the first couple of levels easier with waves, especially till you open the crafting mechanics, and adjusted the waves for further levels at 3rd scroll to be more challenging.
This balance change aims to improve the quality of the levels by the existing factors for now and we are aware some of these maps require fundamental changes, with map updates.
We are working on those map updates, bringing balance changes to existing traps, items and enemies, as well as bringing new content.
BACKEND CHANGES
We deployed a possible fix for screen blur on high hz monitors (such as 144hz).
Situation seems to be fixed in our initial testing, but please notify us if the issue continues.
CRT options have been added to the main menu.
Next Stop, Endless Maps and more ways to farm resources!
Summer Daycare - Dual HQ Invasion: Green Blocks Man & Army Man working together as one to defend the HQ's from Tan INVASION!!! Also some few Action Soldier Man provided some support as well!
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⚑ NEW & IMPROVED FEATURES
Discord Member's & YouTuber's Appreciation on Summer Daycare
Summer Daycare STEAM® Achievements
Cowboy and Mod Builder and tester v4.5
Toy-Box Pro Mode
New Deploy Command
Bullet - Mortar Trail Effect Improved
Settings - Post Exposure (EV)
Settings - contrast
Settings - Saturation
Settings - Player FOV: FPS & TPS
Settings - Texture Quality
PROP - Bounce House
PROP - Forest tree
PROP - Glow Stick
PROP - Night Lamp & Glow Sticks
PROP - Wood Blocks Stars
PROP - Magnifying Glass
PROP - Scaleable Box Toys
PROP - Diorama Dead Army Man
PROP - Blocks Toys Starter Pack
PROP - Rug Puzzle Colorfull Updated
PROP - Block Toys Storage
PROP - Manage Pathfinding
SPAWNER - Blocks Man Army Spawner 3D Models Updated
SPAWNER - Insect Nest 3D Models Updated
Driveable - Jeep & Car Driveable Handling & Speed Improved
Driveable - Vehicle water physic improved
Driveable - Tower Infinite Dying Glitch Fix
Player Recoil Kickback Animation Improved & Optimized
Thank you all for supporting Starsiege: Deadzone over the last few months!
We hope you're as excited as we are for the upcoming release of the game. Over the past few weeks, our team has been hard at work to ensure that the game you've been eagerly waiting for exceeds your expectations.
That being said, we firmly believe in delivering a top-notch gaming experience, and part of that commitment involves ensuring that we test some new features and address any bugs that might impact your enjoyment of the game. We want to confidently provide you with the flawless experience you deserve. Given these circumstances, we will extend testing and resume playtesting on the Alpha Playtest Client. If you do not have access to that client, please click request access on the store page under the playtest title.
While we understand that this news may come as a bit of a surprise, we want to assure you that this extra time will be used to perfect the game and create an even better product for you all. We can't thank you enough for your support and understanding. Your enthusiasm for our game has been the driving force behind our development. We confidently expect to have Starsiege: Deadzone in your libraries before the end of July.
Thank you to everyone sending through feedback and bug reports. Here are some launch day corrections I've made to the game.
Changed mouse cursor to a custom cursor that is hopefully more visible. Let me know what you think of the new cursor.
I think I've corrected being able to reset zombie attacks by rapidly pausing and unpausing the game by bringing up the upgrade menu.
Increased pallet speed by 10%. Quite a few of you mentioned they are just too slow even with max upgrades. Let's see how 10% increase goes.
Increased survivor speed by 30%. They were a bit too slow.
Reduced damage to survivors by half in hard mode (it was too difficult). 20% damage reduction in normal mode.
Corrected champion locomotive achievement unlocking when losing a game.
Over the next few days I'll be trying to design a cruise control feature so perhaps you can set a speed for the locomotive and it will try to maintain that. If you press a button to move the locomotive then cruise control will stop and control will revert back to you. I have to put more thought into this one.