1. New achievement for performing a headshot while using adrenaline/bullet time. 2. Added a new double barrel type attachment to the main customizable weapon. Now bringing the total amount of different gun variations to 60. [5 attachments x 4 barrels x 3 magazines] 3. Improved main weapon details. 4. Added an extra bonus score payout of +2,500,000 for completing the game. 5. "Jackpot" achievement score requirement has been increased from 40,000 to 1,000,000. 6. Removed unnecessary assembly dependencies. 7. Neatened entire project C# codebase. 8. Made game start not in spaceship but on city, based on user stats analysis plus it also makes the achievement for visiting the spaceship pointless. Spaceship still always available through the beam-up platform. 9. Fixed a small issue with Parktown Prawn animation speed. 10. Optimized A.I. Drone CPU usage. 11. Fixed issue with winter mode not being applied. [Minimal flying insect enemies] 12. Fixed issue with missing wasp corpse pieces. 13. Begun implementing a system for seasonal events (Easter, Xmas, Winter, Summer, Halloween etc.) to automatically start without the game needing to be updated. This also allows achievement hunters an easy way to get all seasonal achievements in a single time period simply by adjusting their PC clock. This system will become active from 2024 after the 2023 XMAS event. 14. Once the game is completed, a larger amount of zombies will now roam the city instead of only in the gravesite. 15. Adjusted the post- game zombie soldier skull masks appearance slightly. 16. Removed some unnecessary text label that was being cut off in inventory screen. 17. Fixed Haibonium triangulator radar from rotating while game is paused. 18. Added U.I. sounds for selecting weapon customization options. 19. Improved weapon customization U.I. 20. Added a text description for each weapon customization element to help users understand their functions and purposes. 21. Made silencer barrel attachment attempt to negate enemy alert routine when firing to behave closer to an actual silencer in close distance combat when sneaking. It is also worth noting that when sneaking on enemies it helps to be in a crouched state otherwise player footsteps alone can trigger the alert. 22. Improved extended magazine variation graphics slightly so that the magazines don't just look like stretched out versions of each other. 23. Zoomed out weapon customization camera for a better view of the weapon. 24. Improved clarity of "Red Dot" laser weapon attachment option. 25. Shrink ray now also makes enemies die from one shot instead of only being affected by stomping. Stomping still required for the "Squish" achievement though. 26. Simplified custom weapon background to not hurt ones eyes or brain too much when choosing attachments. 27. Fixed issue with wasps not counting towards total kills ever since the previous XMAS/Summer events ended. 28. Fixed issue causing Flamethrower chainsaw to no longer appear in the office making the "Extra" crispy achievement impossible to get. 29. Removed/repurposed a superfluous achievement[Shell-Shocked] to make space for more meaningful activities without also removing any achievement indexes. 30. Fixed issue with flying winter insects giving summer scores. [See summer/winter events] 31. Fixed issue with frying pans intersecting ground when swapping pick-axes found in city for frying pans. 32. Simplified melee "swap" modal window dialogue and decreased it's memory footprint. 33. Re-phrased "Exterminator" achievement terminology to represent the actual stats. [All kills, not just bugs.] 34. Fixed terrible icon for battery inventory item. Will eventually allow these to be used for crafting. [Currently a junk item] 35. Improved Haibonium triangulator appearance. 36. Added an "Inventory full" error message when trying to loot beyond the inventory capacity. 37. Fixed issue causing bike spawner to freeze when spawning on edges of highways and other precarious locations. 38. Fixed issue causing all mission souvenirs in your spaceship dormitory to be enabled from game start before the corresponding missions have been completed. 39. Fixed cyber-wasp appearances in final level and slightly decreased the amount of enemies in the core. 40. Added a reload drone to the final boss level to help with no ammo situations. 41. Fixed some floating trash geometry in the city level. 42. Fixed issue causing a UI overlap if user uses the office exit too soon after completing a mission briefing from the head scientist or in any other situation where a popup is triggered during a loading sequence. 43. Made office generator sound max distance falloff not audible from so far away while exploring the office. 44. Fixed issue with mouse cursor always spawning at level start when loading an office level. 45. Fixed issue with central info tooltips sometimes overlapping inventory. 46. Fixed mysterious waypoint to nowhere in office during final mission briefing. 47. Standardized UI Fonts to use only a singular streamlined font instead of multiple fonts for consistency as well as improved performance. 48. Added achievement for killing all enemies in nature reserve instead of running in and out with the soil/water samples. 49. Optimized a large amount of "Empty" transforms used as grouping agents to be less fragmented and use less memory. 50. Fixed issue with missing ATV lights at night when level starts at night due to travel time. 51. Added audio feedback for when confirming vehicle spawn. 52. Fixed issue with crosshair and other unnecessary UI elements displaying when in weapon customization mode. 53. Simplified sleep menu to match main game when sleeping in dormitory on spaceship. 54. Can now cancel bike spawn by pressing the bike spawn button again instead of just escape or tab. 55. Helpful tooltip on spawn location placement for when spawning bike if player does not know how. Will only fire once per level session. 56. Added new achievement for looting over 200 inventory items. ['Loot Looted' stat in PDA] 57. Added a new secret melee weapon. 58. Added responsive scaling to weapon customization U.I. 59. Fine-tuned variable magazine type bullet amounts. 60. Numerous performance micro-optimizations for smoother framerate and gameplay. 61. Changed default magazine to be the smaller amount. (30 bullets per clip) 62. Added a special shrink-proof coating to the spawnable vehicle to prevent it from accidentally being shrunk by the shrink ray, as well as also protecting it from ice and freeze ray damage. [Same has been applied to ATV as well.] 63. Fixed issue causing mounting vehicle while shrink/freeze/flame attachment is enabled to disable secondary fire. 64. Freeze/Shrink rays & flamethrower weapon attachments now cannot be fired while the weapon is reloading. 65. Fixed some missing/unassigned keyframes from the main weapon reload animation. 66. Flamethrower attachment for main weapon now shows its current charge level via a visible red bar on the weapon. 67. Fixed minor issue causing game stats to start at at 8% completion and 4 loots. 68. Improved shotgun reload sound audio quality. 69. Optimized weather manager dust color interpolation system. 70. Fixed some internal shader errors relating to shadow coordinates in player hair shader. 71. Realtime reflections quality can now be adjusted. 72. Discoverable locations now give 10x as many points as before. 73. Discovering all locations in a playthrough now awards 1,000,000 points. 74. Discovering all collectible toys in a playthrough now awards 2,000,000 points. 75. Discoverable Locations now appear as waypoints on screen while the PDA is enabled to assist users in acquiring the explorer achievement. 76. Nature Reserve now accessible after completing the game for achievement hunting after the main campaign. 77. Fixed issue with player hair flickering on slower systems and on faster systems during nighttime.
NOTE: The remainder of the 0.9.5.X update cycle will consist of 7 more smaller updates, focusing on any other small needed polishes, as well as adding more weapon customization options as well as a new ending cinematic. Once we reach the 0.9.6.X cycle, a month break from development will take place as we test more, moving into another year of development until mid to late 2024 by which time the game will be finally declared finished. Only once the game reaches 1.0.0.0 will it be considered finished, so expect at least another 40-47 updates before then. Future updates will also focus on character NPCs, voice acting, lip syncing and more fleshing out of the games lore and story through audio logs, text logs, emails & notes.
* Fixed the "Cup Day is here.. race 5" notice which incorrectly displayed prior to entering the number of days at the start of a new game. * The race caller has now made the effort to wear formal attire to the DATR Cup event.
🔥The Clash of Towns event has begun in the world of Rappelz!🔥
When you first enter the game, your character automatically falls into one of three teams: Laxey, Horizon or Katana.
Near Laxey, Horizon, Katana and Rondo, bosses with the names “Team Laxey”, “Team Horizon” and so on begin to appear. If a team kills their own boss, they get 10 points. If a team kills another team's boss, they receive 10% of that team's total score.
For example: Team Laxy kills the boss in Horizon. Team Horizon loses 10% of their points. Before the boss is killed they have 80 points, after the boss is killed by Laxy's team they have 72 points.
Respawn time for bosses in Laxey, Horizon and Katana is 1 hour. The boss that spawns in Rondo has a respawn time of 3 hours. Killing this boss gives the team 50 points.
When a team kills a boss, a world buff is applied to them for 5 minutes. While it's active, you can meet with your team's NPCs and receive a reward (one randomized enhanced transformation potion that lasts 30 minutes and gives an increase of 5% to damage; the transformation is removed by double-clicking on the buff).
When a character receives a reward, the buff is removed from him.
At the end of the event, teams receive rewards according to their rating.
The first place team receives: 🔹200 Fire Energy 🔹200 Water Energy 🔹200 Wind Energy 🔹5 wings
Second place: 🔹120 Fire Energies 🔹120 Water Energies 🔹120 Wind Energy 🔹2 wings
Third place: 🔹70 Fire Energies 🔹70 Water Energies 🔹70 Wind Energy 🔹1 wings
The player chooses the wings himself, depending on the class and preferences in appearance. The wings are temporary.
The event will end on July 17th. You will be able to pick up the rewards from the NPC before maintenance on July 24th.
You may well have! The original Goblin Camp appeared online in 2010 as a solo project by Ilkka Halila, now our CEO and CTO. Full disclosure: he is my younger brother. The previous iteration of Goblin Camp was a labor of love, and we're grateful to everyone who joined our little community and pitched in. We had an active forum, fan-made tilesets, and just a great spirit. We both have fond memories of the project, and we'd like to welcome everyone who was in any way associated with it to join us for the second coming of Goblin Camp!
Like this one, the previous Goblin Camp was also a game about managing a settlement of goblins in the middle of a forest. The ASCII graphics let us deploy a pretty extensive variety of plants, monsters, buildings and all kinds of things, and we had fun with it. ASCII also felt very appropriate, because for both of us, that was where the road to Goblin Camp originally started.
Some time in what I think must have been 1993 or 1994, I received a copy of Nethack on a floppy disk from a friend. I think it must have been version 3.1.0, and I spent hours upon hours playing it. The combination of an intricately detailed dungeon and the ASCII graphics that let your imagination run riot was simply magical. The basic gameplay was great fun in itself, but what made Nethack even better was discovering first explore and then wizard mode. My brother took full advantage of wizard mode to roleplay actually living in Minetown, building a house for his character and everything. Both of us put in serious time in MS-DOS Editor, drawing ASCII maps of imaginary dungeons.
The roots of Goblin Camp are definitely in early-nineties ASCII, but other games also contributed. Some of our first experiences of proper multiplayer gaming also took place around 1994, when the original Warcraft came out, and we rigged a null modem cable between the two computers in our house. Although the goal of the game was to defeat the other player, we were both far too interested in building up the most epic fortified town possible, and therefore very early on banned catapults altogether! Other games that made an impact on us were Sid Meier's Railroad Tycoon and SimCity, both of which were about managing dynamic systems.
As we both grew up, we took these interests in different directions. We had both learned to code at a very young age, because our father had made his career at Digital Equipment Corporation. Ilkka stuck with that and became a very successful programmer. I ended up studying history, and long before that, satisfied my gaming urges by running tabletop role-playing games. I have two campaigns running right now, and I can't think of a better way to learn about designing games.
Meanwhile, video games just kept getting better. A real milestone in terms of our interests was Dungeon Keeper in 1997; one of the first successful games to take the traditional dungeon-delving adventure and turn it around, with the player taking charge of the dungeon, not the heroes trying to rob it. Basebuilding was becoming more involved in RTS:s, citybuilders were advancing, and online gaming was developing at a terrific pace. The idea of living, functioning communities in games wasn't such a stretch any more.
A lot of these same influences then met in 2006, when Dwarf Fortress was released. As everyone knows, Dwarf Fortress basically started the current genre of city-building survival games. The most direct reason Goblin Camp was born was very simple: my brother had way too much free time as a university student when Dwarf Fortress came out. The success and undoubted brilliance of Dwarf Fortress is what pushed him, and subsequently us, to finally create Goblin Camp. It's a great pleasure to return to this project now, when a whole genre has grown up around Dwarf Fortress. We hope we're successful in taking this medley of experiences and infuences, and forging it into a fun game.
Changes: -Increased Jolly Joker mult from 5 to 8 -Increased Zany Joker mult from 7 to 10 -Increased Mad Joker mult from 10 to 15 -Increased Crazy Joker mult from 7 to 10 -Increased Droll Joker mult from 7 to 10 -Increased all suit multiplier cards from +2 to +4 per card of that suit -Modified range of payouts for Misprint from 0,12 to -3,20 -Increased Fibonacci payout from +2 mult to +4 mult -Increased Glass Joker bonus mult to +10 -Increased Even Steven payout from +2 to +4 mult -Increased Scholar payout from +1 mult to +4 mult -Increased Ride the Bus payout from +1 to +2 mult per consecutive hand without face cards -Increased Bloodstone from +4 to +8 mult per heart card -Increased Satellite from $2 to $4 per unique planet -Increased Holographic payout from +5 to +10 mult -Decreased Foil payout from +50 to +30 chips -Decreased Polychrome payout from X2 to X1.5 mult
Bugfixes: -Fixed bug where cards could be repeatedly used/sold/redeemed -Fixed bug where enhanced cards in shop could only be purchased with joker room
As the developer of CyberBrick now, I want you all to know that my goal with this game is to make this the best damn "brick breaker" game that I've ever played in my life! I've been playing and have loved brick breaker games since I was about 12 years old on my Commodore 64 in the late 1980s. So.. yeah.. I've played probably 100 or more of them throughout my life. I've also played a lot of really good ones on Steam over the years as well, and it's obvious that making the best damn brick breaker game that I've ever played is a very ambitious personal goal for this game.
I decided to go ahead and launch this game once I had 25 levels made and the mechanics working quite well to let Steam users get in and help give me feedback and ideas early. I have a TON of ideas, some completely unique to any brick breaker game I've ever played and I firmly believe these plans are what will set my game apart from every other brick buster out there.
I don't want to spoil everything I have planned, but I will say that CyberBrick will see a LOT of big updates over the next month or two that will clearly make it a special game.
With that, balancing will be a big part of everything I'll be adding, so please know and understand that high scores might be wiped a few times before it's all said and done. The ability to compete against other Steam users high scores is a crucial part of every game I've made on Steam to this point, and CyberBrick is certainly no different.
My launch price of just $3.99 is my welcome to Steam users who might be much like myself and have a love for these kinds of games. This game is quickly becoming my favorite game I've ever made, and with 13 Steam games now under my belt and hundreds of updates made to all of my games now, that should say a lot!
I wanted to give you guys a chance to get in and get this game for only a few dollars before my addition of the following planned ideas increases my asking price to what I foresee now as about a $10 asking price once it's all completed:
1) "Cyber Battle": Play against a friend on Steam online in the upcoming battle mode to play and see each others gameplay side by side! Thwart your opponent with grenades, ball snatchers, magnets of destruction and much more!
2) "Bet on Yourself": Earn money in games that will make CyberBrick a completely unique rogue-like brick breaker! Use earned and saved money to place bets on yourself to win even more in-game money to help give you the upper hand when competing against other CyberBrick players on the Steam leaderboards!
3) "Buy a Perk" is an upcoming feature that will gave you an option of multiple special perks you can use your earned money to use in the upcoming level to help you in a wide variety of interesting ways!
4) "Brick Layer": With the upcoming planned level designer, build your own levels that you can play and test as often as you wish outside of the normal game and also submit to me to become a part of the main game that everyone will play! If you submit levels I use in the main game, you can even choose to have your Steam user name seen by everyone who plays your level every time your level comes up in other players games!
5) "Advanced ScreenSaver": Set the game to play itself and watch your computer play CyberBrick with precision. Enjoy the action or perhaps even use this mode as ASMR or a really cool screensaver for your PC!
This is just what's currently planned for CyberBrick now. Perhaps you can help mold and shape what this game becomes by purchasing and supporting this game! I truly want CyberBrick to become one of the best brick breaker games the world has ever seen! ..If you want to help make that happen, making the purchase and playing the game is a great way to start! ..Use the forums of this game to leave your ideas, feedback, and suggestions and doing just that will be much appreciated!
Thank you for reading and maybe the brick break in your favor!