The goal of this game is very simple, you have to avoid explosions and survive the longest you can.
During the game you will have to avoid many dangers, such as: -Grenades from mortars, which will increase in quantity over time, -Mini Tanks, which will follow you and shoot you, -Airstrikes and mines called from players who already lost or aren't in the game.
Climb at the top of the leaderboard by staying alive the longest!
Make sure you go see the hidden Witch to get to the new parkour map.
Out newest parkour map: Artillery Parkour, is short yet difficult. While trying to get to the top, you will have to avoid grenades, mines and airstrikes.
When completed, this parkour map gives you our new tower: The Grenade Tower.
To access this parkour map, you must find the hidden Witch in the Bomb Dodger arcade game.
We have a new emote: /grenade, which makes you activate a grenade in your hand and explode. To unlock it, you need to have at least 57 stars in the Star Milestones.
Finally, our Weekly Challenge need you to catch some grenades before they explode. When the Weekly Challenge Table is placed, a mortal will appear nearby, shooting grenades everywhere. Interact with the grenades before they explode to get XP and progress on the challenge.
How it works: Unlock the Weekly Challenge table in the Star Milestone. Place it whenever you start a map and it will record your challenge progress while you play. You need to place it every time you start a map for it to record. Watch your numbers grow and make sure to complete the target before Friday.
It's that time of year when the temperatures rise, the sun's shining bright and every public space is full of people. Great reason to stay indoors, isn't it?
But there's one upside: The Steam Summer Sale! This year, we're also participating!
Forget about sun, sea and sand. Instead, get some great deals on our Femdom games. And yes, there's still gonna be a monthly Community update about our upcoming game and it's gonna be a big one, so keep an eye out this week.
This update looks into another performance improvement idea for low end hardware as well as improving the visual quality of some meshes, including notably distance island wall meshes.
Wall LODs improvements
The lower LOD (level of detail) levels of walls, noticably when used on other islands in the distance had three areas I felt could be improved. First, the blocky-low-poly appearance is not nice to look at. Second, I felt even with this amount of poly the poly could still come down. And finally, the shadows / ambient occlusion didnโt react well to low poly mesh causing weird artifacts on occasion when the sun hits at a low angle.
So, to approach solving all three I began experimenting with baking the high poly mesh onto essentially jig-saw shaped layered planes. The idea is that when far enough from the camera the walls can transition to a mix of height and normal detail on 2D surfaces and blend it convincingly together so not only do you not notice it, but it looks way better than the low poly 3D. Specifically look at the second row of images and notice how the lighting artifact is no longer present.
There will be performance improvements for very low-end devices when playing with other islands enabled specifically. This is achieved through the triangle count reduction between the two techniques of wall LODs. Playing on individual levels such as in practice mode will make little difference however because of the distances involved before you'd see these far LODs.
When testing on a Ryzen 3200G APU (with no dedicated GPU) at medium settings 90fps was mostly achieved with smaller levels exceeding a hundred fps. A few levels still dropped to mid 70s, and they may need specific tweaks over time. Having a buffer from 60fps is especially helpful when playing with lots of players, including split-screen so the performance does hold up.
For comparison testing on a 3060TI typically gives 200-300 fps, sometimes more and there isn't really any particular performance issues to speak of when it comes to reasonably recent dedicated GPUs that I'm aware of.
Wall shadow casting improvements
Another quality change with this update is slightly better shadow detail relating to walls as a result of the better LOD models used. Essentially the LOD models get used for shadow casting simply because the poly involved would make shadows pretty costly, so improvements here does result in slightly better casting, especially for smaller details. A couple other elements such as pipes have improved shading as well.
Due to the randomness of levels and lighting it was very hard to get two exact images, but other than the pipes the most noticable improvement will be the gaps between stones give small shadow detail when at certain angles to the sun where previously they'd come off more flatter in shadow appearence. Other meshes and overall scene brightness will be down to just the random dynamic lighting, which could include something like varying cloud shadows etc.
Various bug fixes
I've also gone through every level quite extensively as a result of the changes made to lower wall LOD levels so I've fixed a bunch of minor visual issues. If you are aware of any issues I haven't fixed then please let me know so I can quickly hotfix them. You can find full patch notes below.