Tower Walker: MMO Grind Simulator - Raptor Claw Games
Today we bring you a new update that adds HARDCORE achievements, ASCENSION rewards and CHALLENGE milestones for boss encounters (just to confirm again, every completed milestone will be tied to Steam Achievements in the near future). We also added 4 new pets to collect and new textures for superior weapons. Enjoy!
Here are the patch notes (1.0061.449):
NEW CONTENT
ADDED 9 new S-GRADE WEAPONS
ADDED 15 new milestones with rewards
ADDED 8 new Boss challenge milestones
ADDED 4 new Hardcore achievements with special rewards
ADDED 5 new Ascension milestones with special rewards
In order to ensure the stability of the game operation and improve the game experience, Shadowbane's server [Gram] will perform routine maintenance on June 29 17:00-19:00 Pacific Time (8:00-10:00, June 30 Beijing Time). If the maintenance content cannot be completed within the scheduled time, the service opening time will to be postponed. Please understand.
[Wonderful Activity] From 21:00 on June 29 to 21:00 on July 2, Pacific Time (from 12:00 on June 30 to 12:00 on July 3 Beijing Time), this week's limited-time event will be opened. For specific content, please follow the in-game mall!
*Due to continuous updates, there have been numerous additions and deletions in the game's settings. However, for some users, it has been observed that these changes are not being correctly reflected in their previously set preferences, greatly impacting game performance. As such, we kindly request you to reset all settings (particularly the graphics settings), and reconfigure them as per your needs.
[Bug Fixed]
- The issue that doors placed on the Worldmap were regenerated even after being destroyed has been fixed. - The issue that male characters couldn't properly render Armor when wearing Cloth Armor has been fixed. - The issue that the helmet costume couldn't properly express the color of the hair has been fixed. - The issue that it was impossible to build a Drone Station next to a Wall has been fixed. - The issue that it was possible to disassemble Gold Bars has been fixed. - The issue that the price information of the Kiosk would intermittently change when loading saved games on a dedicated server has been fixed. - Fixed some crashes.
Please send a crash report with specifics if a crash occurs. If you have any problems, please send an email with the form below. [Game Version] [Bug] [How to Replicate] [Single/Multi?] [Host/Guest?] [Screenshot/Video if possible]
Greetings all, Crucial Experiment returns from its cosy greenhouse to the world!
That day has come, the whole team is back together, which means it's time to get down to making the game, and we even have a story to tell you.
First we'd like to tell you a bit about the return of the game itself on Steam. Valve recently hid the game's page on June 25 due to the long absence of the main bundle, we talked to support and got the game back on Steam, but with the bundle itself. The game is now available for purchase, but we do not ask you to buy it now for full price, better wait for discounts, where we will make them from 70-90% (just in case there is a special section on the page itself with a warning), and yes who already has the game in the library should not buy it again.
Begin
A lot had to be reworked or rewritten, but we assure you it's worth it! We decided to start creating the first demo of the game, removing everything unnecessary and adding what was needed.
This is roughly the schedule we have at the moment, the plan is to try to finish this part before the end of the summer, but it looks like we won't be able to do it all that quickly.
Scenario
Well, the game's scenario has changed a bit again, which was understandable, the game hasn't been touched or changed all year, but now, after a long hibernation, the story has even started to take on some of the outlines of a demo. Now every user who has the game can see what we're doing with the game itself, we try to update the game with every change in the story, giving players a chance to feel and tweak some things.
The scenario may be reworked a bunch of times, but most importantly, it will never change - the same train Mickey rode for a year across the fields, the same Veronica and Lera waiting for him at the station, or his father.
Design
We can talk about the game's design, new backgrounds, character sprites and more before the demo is even released.
A few examples of the new character designs we're trying to stick to (they're slightly different in the game due to size)
Also some concept backgrounds and locations that are under development
Alexander leaves his son and goes away
Draft version of the new menu
Draft version of the new station
As you can see, work on the design continues, which means the game is alive too!
Sound
The most stable item that has continued to develop all year, thanks to our compatriot for continuing to work with us! Since the post there have been many new tracks and new ideas for future tracks that are currently in development, here are some of them: title theme and main menu theme (for the demo)
The End
A huge thank you to everyone who continues to wait, follow and believe in us! We're very excited to be back in development and releasing new updates for you. We also recently brought back Durka Simulator to Steam, and it's now available for download too! They say there are even some updates coming out, maybe they'll finally release a second chapter?
We'd also appreciate it if you add the game to your wishlist and recommend it to your friends (or subscribe to the Crucial Experiment page on Steam).
That's all for now, you can find new concepts and some other news on our VK or Discord. Have a great summer holiday and the biggest discounts!
When I launched the Indiegogo campaign to fund KeeperRL nine years ago, I promised a 1.0 release by the end of 2014. This kinda didn't happen, but I've always been committed to hitting that milestone some day. It's just that I never felt it was the right time for it. Well that time is finally coming, and I will explain the reasoning behind my decision.
The way I see KeeperRL is, first and foremost, as my job, as it has been my main source of income for the last eight years. Even though there have been swings in the sales, they've mostly been stable over the years, affording me a comfortable life. Looking at things financially, it was just a wise decision to keep working on it instead of moving on to something else.
On the other hand working on the same thing for so many years is very tiring, and can hinder your personal growth. I've been yearning to start fresh for a long time, and I envy other creative fields, where projects take months instead of years to finish. As some of you may know, I actually have started quite a few projects on the side, but they've been much smaller in scope and not really intended to make money.
The financial and creative components have more or less cancelled each other out, leading me to the deciding reason for KeeperRL's long development time, which is that I've always felt it has a lot of unrealized potential. I've heard similar comments from many people over the years. Because I'm a very stubborn person with big dreams, I've kept going back to the drawing board looking for ways to improve the game and make it more enticing and replayable, aspiring to make it as good as some popular games in the genre, such as Dwarf Fortress and Rimworld.
In the last few months I've had some breakthrough ideas on how to improve KeeperRL, and their initial implementation has been very promising. With this in mind I've decided that the time to leave Early Access is now or never. There are two reasons for this. The first is that I need to put an end to my "one more feature" mindset and finally reach the goal or admit defeat. The second is that releasing major features in the 1.0 update is important for the game's promotion, as it brings back old players, and catches the attention of press and influencers, hopefully leading to decent sales on launch day. And it's unlikely that I'll ever be able to put out as meaningful an update as this one.
With the big announcement out of the way, I'd like to add some caveats. First of all, I don't intend to make the 1.0 update final, and it's very likely that I'll keep working on KeeperRL to some extent. Of course these won't be big updates, because I will finally start maintaining save and mod compatibility. I'll also be 100% committed to fixing bugs, performance, and other issues. The second caveat is that I still have no idea how long releasing the coming update will take, so there is no release date yet. Besides working on new gameplay, I also have to cross off things like proper sound effects, Steam achievements, hiring a marketing specialist, etc. It will very likely be 2024 before everything is done. It may be disappointing that there won't be any (major) official patches out before then, but this is the way it has to be.
I'm going to write another post soon revealing all of really cool stuff that I have been working on. If you're impatient, and would like to get more involved, I recommend popping in on Discord, where I often post updates and share development builds.
Dwarves: Glory, Death and Loot Playtest - ichbinhamma
*New Features* - Formation Hall has been unlocked! -- Choose from 3 active formations -- 5 additional (passive) bonus formations can be discovered -- Find a new formation by winning a game with a certain setup -- HINT: Try winning a battle with at least 3 thieves
*Changes* - Reduced damage and mana regen of 'Orb of Mana' - Incrased Stamina for normal Orcs in the later battles - Increased Thunder Resistance for Troll and Dragon to 75% - Harvest now deals 25% of current HP damage to self on activation -- This damage bypasses any mitigation - Overkill damage will no longer be taken into account in the statistics - Changed resistances to a resistance value instead of a percentage -- Resistance percentage = 1 - (100/(100 + value)) -- Changed all items and skills that provided resistance percentages -- Added resistances to stat modifiers - Changed button locations - Optimizations
*Bug Fixes* - Fixed a bug where advanced items could not be bought if inventory was above 20/22 - Fixed a bug where critical hits were not displayed - Fixed a bug where basic heal could not crit - Fixed a bug where items could be duplicated in the Storage - Fixed a bug where 'Overcharged' was not applied to all ranged attacks - Fixed some bugs that appeared after 3 minutes of battle - Fixed a bug where 'Harvest' would deal too much damage